GameMaker Studio Changelog

What's new in GameMaker Studio 2023.6.0.89

Jul 4, 2023
  • June’s 2023.6 release brings to the IDE: important SSO login fixes; a new project loading/conversion tool which GameMaker will use to convert older/newer projects into a format suitable for opening in this IDE version; a new Sprite Editor option for Spine collisions; Font Editor and Inspector options for controlling SDF font support in your games; a fix for copy/pasting in images from other art packages and also for pasting large amounts of clipboard text into Code Editors; a number of other stability fixes for various bits of functionality throughout GameMaker; and it also makes Feather default to being enabled for new users and users who have never tried enabling Feather in the past (if you have enabled it and then disabled it again, this setting will not be overwritten).
  • On the runtimes side there are: new debug overlays which use a new GUI system; 3 new audio effects; support for the new NPLN multiplayer system on Switch; changes to Xbox GDK to make video rendering require the same setup as the other platforms and being able to read old UWP saves in your GDK games; changes to Cocoapods to make them easier to setup and more reliably handle existing setup issues on the Mac; a new “game launcher” system; support for a struct “shorthand” style in the Code Editor and for the new Spine collisions and SDF font controls already mentioned above; lots of other new functions and a number of important bug fixes.
  • There are updates to our recently-introduced Live Wallpapers template included in this release, so if you have been developing your own wallpapers already, please do review the new template project and port any changes to your own projects.
  • Finally, you will also find that in the Help menu inside GameMaker there is a new "Create Your Bug Report Package" option - this new tool will collect and zip up all the various files we usually ask for when answering any tickets you have submitted, making it much easier for you to send us all the information we require if you do have an issue using GameMaker. You can find more info on this tool lower down in the IDE notes.
  • Please do check your SDKs and other external tools are the correct versions before doing any builds - you can see our Required SDKs FAQ and the various platform setup guides that page links to in order to get all of this information at any time.
  • See below for all IDE changes/fixes since 2023.4.0 and then check the Runtime Release Notes for all the in-game ones.
  • Release Notes:
  • Licensing Fixes For SSO Users:
  • Added a fix for scenarios where SSO login attempts occasionally receive a 404 error from the web server and that caused GameMaker to treat the account as a Guest (and so therefore you did not see all of your expected modules inside Target Manager)
  • Now, if there is a login error GameMaker will fall back to using any existing licencing information you have previously downloaded and will continue to login as normal if this earlier session is still valid
  • New Project Loading/Saving Tool:
  • GameMaker now has a new application it calls when loading/importing/saving projects, which performs a lot of upgrade/downgrade checks on the project as you're opening them
  • This fixes some issues with importing very old projects which have not been able to safely be imported for a while (in particular pre-2020 projects and also some 2.2.5-era projects which contain lots of DND actions, plus also some which were already missing specific data from some asset types)
  • It will also allow IDEs starting with this release to open and allow you to edit projects which are created/opened in future IDE releases, as the older IDE will know to safely ignore the assets and other features it does not know how about
  • You should find that any old projects which had issues opening before will work now (if they still do not, send them to us in a Helpdesk ticket, please!)
  • Feather Now Enabled By Default:
  • Feather is now enabled by default for all new users and when performing fresh installations
  • For users who have existing Preferences: if you have never tried Feather in the past, then you don’t have a saved value and so the new default will take effect and Feather will be on for you, but if you have ever enabled it and then disabled it again, your existing saved value will not be overwritten and Feather will remain off for you
  • If you would like to modify your settings you can always find them in Preferences > Feather Settings at any time
  • Help Menu “Create Your Bug Report Package” Tool:
  • If you ever need to send us a Helpdesk ticket or bug report, then there is a new entry in the Help menu for a "Create Your Bug Report Package" tool
  • This tool will quickly gather together the various log files, licensing files, and version numbers, etc., that we will always ask for when answering your tickets and will package them all up for you into one handy zip file so you can attach it to your ticket
  • If you have a project open at the time, it will also ask if you want to include an export of that project inside the .zip
  • We greatly appreciate it whenever you send as small a sample project as you can create which shows the issue (rather than including your entire game projects), but please do send sample projects when you can, as it does make it so much quicker and easier for issues to be determined and fixed
  • Changes To Verifying Preferences Path/Command Line Paths During Builds:
  • If you try to build for a target which you have not correctly configured inside Preferences, you will now more reliably get an error message telling you which setting needs to be fixed and the build will be failed properly
  • Note that for anyone using command line builds, the same change has been applied - see the runtime notes for more information
  • Updated The Live Wallpaper Template:
  • The template has now been updated with some recent additions, performance improvements and bug fixes
  • Adds examples of how you can set and use the new options functionality - in this case via additional performance settings you can adjust
  • Also fixes a few scaling issues, such as the following bugs (if you had any of these issues, then you may need to create a new project using the template and then copy/paste the changes into your own project):
  • In-Game: [GX.games] Live Wallpapers are no longer drawn using different dimensions when the project is ran locally using GM, differs from the result after publishing
  • In-Game: [GX.games] Template project needs to account for browser_height/browser_width being 0 on the first frame of the game
  • Choose Your Preferred Spine Collision Values
  • Prior to April, GameMaker would inconsistently apply one of either of the bounding box and/or collision mask from a Spine collision mesh or the precomputed mask from the Sprite Editor, depending on different code paths executed in the game
  • In April Betas this was temporarily changed to always use the Spine collision mesh everywhere, but then it was discovered a number of projects were relying on collision values defined in the Sprite Editor - even though those values did not apply well to all Spine sprites - and so that change got backed out before the April monthly release
  • This updated change for June now adds a "Spine Collision Mesh" option into the Sprite Editor, which allows you to explicitly choose to consistently use Spine collision meshes OR GM collision masks in all code paths, for each individual Sprite
  • Control SDF Settings For A Font In The Font Editor
  • Added support for outputting SDF font-rendering information during compilation, so now fonts which were created in the IDE can be supported in-game
  • You can find new settings in the Font Editor and the Inspector to enable/disable SDF for each individual Font and configure the required values
  • Added support for struct "shorthand"
  • Inside the code editor you can now use "shorthand" to declare a struct and say that you want it to contain a member with the same name as an existing variable, saving you needing to add the ": repeat the variable name" bit each time
  • So, for example, if we have these three lines in our code: var apples = 10; var oranges = 15; var all_fruits = {apples: apples, oranges: oranges, lemons: 7} we could now shorten that third line and write it as var all_fruits = {apples, oranges, lemons: 7} instead
  • The compiler will expand your code back into the old format for you and so everything will work in-game as it always has
  • Misc Changes To Be Aware Of
  • Building Projects: Cocoapods has a new, clean and universal (Silicon|Intel) implementation to better handle any setup issues [see the runtime notes for more]
  • Game Options: [Switch] Added new checkboxes for whether your game will use NEX or NPLN [see the runtime notes for more info on the new NPLN support]
  • Game Options: [Xbox GDK] Added more "Support 4K on ..." options to cover Xbox One X/S and Series X/S devices
  • Particle Editor: "Draw Order" value is no longer ignored when actually running the game and so now particles will use the correct order [so if any of your particle systems are drawn reversed now, check if you had actually ticked that option inside the Particle Editor in the last release]
  • Particle Editor: "Enabled" value is no longer ignored during your builds and so now disabled particles will be hidden in-game [same as above, if a particle no longer appears in-game, check you didn’t previously set them to be disabled]
  • Preferences: Added a new preference for toggling verbose logging into your ui.log file - which can be useful for determining permission/firewall issues on your local machine (or if you're asked to send us an expanded log for a bug report you have filed)
  • Project Load: Projects can now be opened even when an AnimCurve inside the project has somehow lost any of its Y point values, allowing you to the edit the curve and fix the issue [all missing values on any curve which is one of "Position", "Rotation", "Scale", or "Origin" will now be reset to 0,0, as these types of curves always require their x and y channels to be in sync and the same length, etc.]
  • Other Bugs Fixed
  • Asset Browser: [Ubuntu IDE] GM no longer crashes when renaming an asset to an invalid name if the current OS doesn't support a system beep
  • Building Projects: Fixed that newlines inside double-quoted strings could only be escaped in files which have Unix-style line endings
  • Building Projects: [Android] Builds no longer fail if mixing both forward and backward slashes in the path(s) to individual file(s)
  • Building Projects: [macOS] iOS extension files are no longer incorrectly injected into the build package alongside the macOS versions
  • Building Projects: [Ubuntu IDE] [macOS] Files window now open automatically after creating an executable
  • Building Projects: [Switch] NEX installation path as set in Preferences is no longer always checked during builds (because this is a valid setup), which therefore removes an error if the destination file not found
  • Building Projects: [Switch] Fixed that you were often unable to Create Exe successfully using SDK 15 due to an error in the authoring tool where it no longer allows being passed empty folders
  • Building Projects: [Windows] Game Options macro for "projectName" is now expanded correctly, stops warnings during NSIS builds as well as adding the missing information into the .exe’s properties
  • Building Projects: [Windows] Game Options value for "Publisher" is now added to the output package [same benefits as the line above]
  • Building Projects: [Windows YYC] Compilation no longer fails when comparing a number to a point_direction() result in an “if” expression
  • Code Editor: Code such as "var0 = var1!=0+var2!=0" no longer causes local variables further down in that code file to not have their correct colour
  • Code Editor: Converting a Visual script containing a disabled node to Code no longer makes that node disappear
  • Code Editor: [Mac IDE] Caret no longer snaps to previous line when attempting to type on a new line using the Japanese IME
  • Code Editor: [Mac IDE] Characters are now replaced correctly when using the native macOS IME
  • Debugger: GM no longer goes unstable and then crashes (on some occasions) when closing the debugger tab after running repeated macOS builds from the Windows IDE
  • Device Manager: [Ubuntu IDE] "Detect Browsers" now detects the major browsers if they are installed [the same list the Windows and Mac IDEs will detect]
  • Docs Integration: FIxed that the Help menu "Knowledge Base" link incorrectly opened a old subcategory page, rather than the actual main landing page
  • Feather: "AudioEffectType" and "AudioLFOType" enums are now shown in the autocomplete list
  • Feather: GM no longer hangs if a very large amount of text is pasted into a Code Editor in one go [there might be a short pause if it’s a lot of text, but GameMaker will now reliably continue]
  • Feather: Importing the GMLive package "input_5_5_0.yymps" and choosing to replace an older version of those files no longer causes GM to get stuck "analysing" the project
  • Feather: view_wport is no longer incorrectly marked as deprecated
  • Game Options: GM no longer goes unstable when signing out of an account that does not have the Android module due to Android Logcat options being checked when they didn’t need to be [similar issues happened with some other modules also, such as Switch]
  • Game Options: [Windows/HTML5] When generating project images the icon preview no longer always appears empty
  • Game Options: [Xbox GDK] “Service Manifest for Event-Based Stats” button no longer gives a broken error message and opens wrong Prefs section if your Visual Studio or SDK paths cannot be found at that moment
  • GXC Integration: Fixed a "String not found" message on the dialog shown whenever changing your Opera GXC environment fails
  • Included Files: GM no longer hangs when adding 7k files at once into the datafiles folder [there will of course be a delay while so many files are processed, but GM will now finish the process and remain stable]
  • Inspector: [Objects] Light skin no longer uses white or pale backgrounds with white icons for search, icon, and selection arrow buttons, uses the correct darker icons
  • Inspector: [Room Layers] Can now unlock the Animation Speed field on a Background layer again
  • Install: The EULA link to the GMC Guidelines site no longer takes you to a 404 error page
  • Install: [Mac IDE] Installer user agreement text no longer has unexpected "?" characters before the bullet points
  • Install: [Ubuntu IDE] Dock and applications menu no longer use the old Beta icon
  • Install: [Win IDE] Opera GX’s component name in the installer is now a much more appropriate length for the visible area
  • Localisation: [EN] Runtime Modules dialog no longer shows Guest users a missing string for “TargetSelection_Platform_Test”
  • Localisation: [IT] Italian translation for the "Clean" button on the toolbar has been fixed
  • Preferences: Added settings to allow changing the toolchain directory for the new runtime
  • Preferences: GM no longer crashes when changing Build Cache and Temp directory paths and then resetting to defaults
  • Preferences: Setting an invalid font to be the IDE Default Font now detects/fixes this properly, so that the Preference value no longer shows incorrect info indicating the font had been set
  • Preferences: [Mac IDE] Lowering the "Background framerate" value now reduces CPU usage much more when GM is not in focus
  • Project Import: [Mac IDE] Extra files are no longer created outside the main project folder when a 2.2.5 project is imported (and this no longer generates warnings about these unwanted files)
  • Project Load: [Mac IDE] Right-clicking .yyz files and "open with" now starts the Import process properly, rather than stopping at the Start Page
  • Project Load: Fast Serialiser no longer fails to read TextureGroups that reference ParentGroups, causing the old serialiser to be used instead - now, all of it will be handled by the faster method
  • Project Load: Projects containing instances which inherit code from parents that have been removed at some point in the past now have this redundant/stale information cleaned automatically, as in previous versions the code obviously did nothing in-game but you got no indication about why it wasn’t called
  • Project Import: Old 2.2.5-format projects which contain heavy amounts of GML Visual ("DND") use can now be converted
  • Project Load: Projects created and last opened in a GM version from before the year 2020 (so project format < 1.3) no longer fail to load
  • These few fixes above have also fixed a number of bug reports (not listed here for privacy reasons) all to do with individual user's projects which would not open/import/convert properly in GameMaker releases for a little while [see the new feature notes higher up]
  • Redefine Keys: Fixed the missing strings for the keyboard shortcuts regarding creating new Particle assets
  • Redefine Keys: [Image Editor] Shortcuts for "Auto Trim and "Export to PNG" now work correctly
  • Room Editor: GM no longer crashes in some circumstances after performing multiple actions in a row via keyboard shortcuts and then trying to Undo
  • Room Editor: GM no longer goes unstable when double-clicking on a search result which points to a disabled instance's creation code
  • Room Editor: GM no longer goes unstable when opening a project which has an instance creation code window already open in its layout and for which no code file exists at that moment
  • Room Editor: Room contents are now updated when Room Manager's inheritance values are updated
  • Sequence Editor: "Invalid shared curve" dialog text is no longer cut off
  • Sequence Editor: [Attached Keys] All keys now get selected reliably when using the SHIFT+LMB hotkey to do this
  • Sequence Editor: Changing the sorting of tracks inside groups no longer shows incorrect results until you next reopen that sequence
  • Sequence Editor: Text is no longer incorrectly rendered using the "DPI override" Preference value, stops issues where text can look different in the editor to the in-game result if the IDE is set to anything other than 100% DPI
  • Sequence Editor: [Light Skin] Dope Sheet no longer shows track preview images as silhouettes
  • Sprite Editor: Extended the selection areas for "Texture Settings, "Collision Mask" and "Nine Slice" so the whole row will react to mouse clicks, rather than just the area where the words are
  • Start Up: Fixed the missing string for "UserLogin_NoRuntime" on the dialog shown when unable to find a runtime in a stale cached copy of the runtime feed you had downloaded previously/access the runtime feed to download the current contents
  • Start Up: Fixed that the runtime installation warning dialog about limited space was missing all of its strings in 2023.4
  • Startup: Changed which gamemaker.io websites GameMaker tries to check in order to confirm it is able to reach the internet [so this will stop silent errors in your ui.log each run - also, if you do firewall GM and only allow access to a limited set of our own websites, then this might also fix issues with GM thinking it’s offline]
  • Target Manager: Using the "Modify Current Runtime Install" button in Preferences and applying a change now refreshes the owned/downloaded status of all modules in the list
  • Target Manager: [GX.games] Fixed that devices were not selectable when scanning a QR code from the 2023.4 IDE
  • UI/UX: Changed the staff credits to a link which opens an external webpage in the OS default browser, rather than the old scrolling window
  • UI/UX: Custom GX Environment SSO login dialog "No" button now also closes the dialog, as you might expect, rather than you having to always click the X afterwards
  • UI/UX: Licencing Error 47 dialog’s “Retry” button has now been relabelled to clarify it only allows SSO retries
  • UI/UX: [Accounts Menu] If you resize the GameMaker window when the Accounts panel is open, the opened dialog no longer stays at old location until GameMaker is clicked again
  • UI/UX: [Mac IDE] Beta IDE "Release Notes" link in the Help menu no longer takes you to a very old "GMS2" beta releases page
  • Workspace: [Mac IDE] Pinch-to-zoom no longer gets activated by other multi-finger gestures

New in GameMaker Studio 2023.2.1.75 (Mar 15, 2023)

  • The 2023.2 release brings support for a new particle editor inside the IDE, which you can now use to create your own particle systems and add them into the room editor or your sequences, so they appear in-game as you designed them and you can set behaviours such as triggering other systems when the current one ends. There are also a selection of example effects available to choose from. Because this is an entirely new asset type which older IDEs and runtimes have no knowledge of, if you open or create any project in this new release it will not work in older GameMaker releases. If you think you might need to use an older IDE version again in future (SDK compatibility for a released game, for example), then please do ensure you backup your project first and also read these notes carefully.
  • Additionally, free users can now use more of the functionality inside GameMaker - and you can even now use the majority of the GameMaker IDE without even needing to sign-in. This is most useful for brand-new users, as now you can start GameMaker and explore it before you’re asked to register a new account and sign-in - now you will only have to sign-in before you can click the Create Exe button for any targets or before actively opening functionality which requires you to be signed in, such as downloading optional runtimes (the essential runtimes will be automatically installed when you first start GameMaker). As part of this change, all account-management links have been moved to a new accounts panel in the top-right corner and the Start Page no longer says your name or when you last logged-in. Note that this change does not affect the usual 28-day licensing requirement for users who are signing-in, nor does it remove any other occasional internet requirements. Also, if you have an existing saved Preference for which runtimes should be downloaded this will be used when you update to the new version, rather than GameMaker only downloading the minimal set.
  • On the runtimes side, there are several new functions for creating loop points during audio playback and for managing your audio assets and SDF fonts; the ability to select from a list of new surface formats; support for your JavaScript extensions to inject into a HTML5 game’s .html file; and important FPS fixes for Android devices which have higher refresh rate screens.
  • Please do check your SDKs and other external tools are the correct versions before doing any builds, as you can see from the bug changelist below and also from the runtime release notes page that several platforms have been updated for this release - you can see our Required SDKs FAQ and the various platform setup guides that page links to in order to get all of this information at any time.
  • See below for IDE changes/fixes since 2023.1.1 and then check The Runtime Release Notes for some very important changes you need to be aware of.

New in GameMaker Studio 2023.2.0.71 (Mar 6, 2023)

  • Particle Asset Type And A New Editor
  • No Enforced Sign-In During Startup
  • New Launch Options When Doing Builds
  • Asset Browser UI/UX Tweaks
  • HTML5 Extensions Can Inject Into The Index File
  • Misc Changes To Be Aware Of
  • Other Bugs Fixed:
  • Asset Browser: GM no longer goes unstable when removing a colour from a Tag
  • Asset Browser: Fixed cases where preview icons sometimes appear empty or show the red X until some other action triggers a refresh (or gets stuck that that way for a while on some machines)
  • Building Projects: Compiler log no longer writes a redundant message for an unrecognised type tag for old Xbox One options
  • Building Projects: Fixed cases where images were written out as 1-bit .pngs as of 2023.1.0 - this would result in white sprites being drawn black in-game and also iOS splash screen crashes (also added code to more reliably read these images back in if they are already in your project)
  • Building Projects: [YYC] Accessing a static method in a constructor no longer causes the build to fail
  • Building Projects: [HTML5] Extension Options now escape any backslashes which have been entered in the text fields
  • Building Projects: [Mac IDE] iOS builds no longer fail when overriding the YYExtAppDelegateBaseClass in Igor (e.g., our Firebase extension)
  • Building Projects: [Android] Fixed a a JAVA_HOME error caused by the Java location is no longer always inside a folder called "jre" [note that if using Electric Eel you might need “Update 1” to avoid this bug inside Android Studio’s tools]
  • Building Projects: [Android] Added support for the newer Gradle release which Electric Eel requires during builds
  • Building Projects: [Mac IDE] Fixed an Android Studio Dolphin/Electric Eel give error that the ADB executable cannot be found when checking for connected devices
  • Building Projects: [iOS, tvOS] When using Xcode 14 the "App Category", "Display Name", "Version" and "Build" fields are now populated correctly
  • Building Projects: [iOS, tvOS] Xcode 14 now correctly sets the initial splash screen to be the one specified in Game Options
  • Building Projects: [tvOS] Fixed an issue where projects failed to build with Xcode 14, gave error 74 and a "The project is damaged and cannot be opened due to a parse error" message
  • Command Line Builds: [Mac IDE] HTML5 runs no longer fail due to an incorrect webserver path being hardcoded
  • Feather: array_pop() tooltip now shows its correct description
  • Feather: audio_create_buffer_sound()'s return type is now the correct "Asset.GMSound"
  • Feather: Fixed an issue where the autocomplete list is unreliable as to whether it listed all inherited values from a grandparent in a child (the parent was usually correct)
  • Feather: GM no longer crashes when using Quick Fix actions more than 5 times in short succession
  • Feather: Type-checking is correct again for built-in variables' struct members, rather than always returning "Any" like it did in the last releases
  • Licensing: Free/guest users can now add and edit groups in these two editors
  • Licensing: Free/guest users can now resize existing Texture Pages someone else has already added into a project
  • Licensing: Free/guest users can now use the Create Local Package command
  • Licensing: Free/guest users can now import SWF and Spine files
  • Licensing: Free/guest users can now import projects - including old-format projects which contain additional custom Configs
  • Licensing: Free/guest users can now add and edit Filter/Effect layers in rooms
  • Project Export: Fixed a issue where GM has been unable to create an export of TheMol… for a few releases and additionally went unstable in Jan23 specifically as it tried to make the .yyz
  • Project Import: Chinese characters in folder names no longer causes missing assets when sharing .yyzs of a project
  • Project Save: The default room name is always no longer incorrectly localised for some IDE languages and so is always "Room1" again (fixes issues with sharing projects made in some languages, as seen on the line above)
  • Room Editor: Layers Panel content no longer disappears when using the undo command on Room Editor operations
  • Room Editor: Rooms and the Inspector no longer use different values for an instance's sprite location vs its position marker box and so cause an offset in the Room Editor when placing your instances [the inspector will now show and use the decimal places whenever present]
  • Sequence Editor: GM no longer crashes when undoing-and-redoing changes to an embedded animation curve
  • Syntax Errors: string_split() now correctly handles the last 2 of its 4 arguments as being optional, stops an unexpected syntax error
  • Target Manager: Fixed an issue there the current target platform and device values could be shown as empty in the top-right of the GameMaker window when loading a project after a user has upgraded from a free account [as a slight aside, you can also now use the new “Update Licence” command to immediately get any new purchases]
  • Undo/Redo: GM no longer crashes when using undo or redo multiple times in a row in a Room Editor and going off the end of the undo/redo list
  • Workspaces: Pressing the Alt button on your keyboard when using Laptop Mode no longer unwantedly moves focus to wherever the mouse cursor is at that moment [see the Misc Change above]
  • Workspaces: Scripts already open in the Debugger are again able to be opened at the same time in a workspace (you no longer have to close the Debugger copy first, like you did in 2023.1)

New in GameMaker Studio 2023.1.1.62 (Feb 17, 2023)

  • January’s 2023.1 release sees a number of tool changes designed to speed up project-loading and importing assets, to stop a number of long-term source control quality-of-life issues, and to reduce download/install sizes for the runtimes. There are also a number of important fixes for the Debugger crashing and using up too much memory (or mis-reporting in-game RAM usage on some platforms), plus important stability fixes for the MQTT server if you have GameMaker behind a firewall.
  • As you can see, there are a number of very important changes and additions in this release, so it’s very important that you do read these release notes very carefully before you update.
  • Within the 2023.1 IDE we have made a large number of fixes or improvements to Feather; the Image Editor has a new shortcut for converting clipboard content to being a brush you can reuse; there is now the ability to add all sprite types to your Texture Groups lists and then load/unload these extra texture pages at the same time in-game; and so you can debug issues more easily there are now HTML5 preferences for pretty-printing your code and the ability for extensions to create custom ADB logging tags when running Android games.
  • On the runtimes side, 2023.1 brings the introduction of several powerful yet easy-to-understand new features, all aimed at making it easier to create a good-looking and quality-feeling game: the new ”Move And Collide” collisions function can greatly reduce the amount of code required to create player character collisions really quickly; Signed Distance Field ("SDF") font support allows you to scale fonts up/down and maintain excellent quality levels, so no need to ship multiple copies of the same font at different point sizes; and the new "Tremolo" audio effect allows you to more easily achieve this type of advanced audio functionality. There are also several major changes or improvements to existing functionality - like the behaviours of statics, which now know their inheritance chain and allow you to check whether a certain function is declared.

New in GameMaker Studio 2023.1.0.58 (Jan 31, 2023)

  • Building Projects: real() can now convert hexadecimal strings larger than 32bit, stops the compile error you would get in earlier releases
  • Building Projects: [YYC] show_debug_message() using a optional arg no longer causes a compile fail
  • Building Projects: [macOS] Fixed an issue where doing repeated builds without pressing the stop button yourself in between could give "Unable to obtain permission to execute" errors on some builds
  • Building Projects: [macOS YYC] In previous releases the IAP entitlement was always included in the project files, so "Personal Team" Apple accounts could not build projects without having to edit the Xcode project manually each time - now, the entitlement is only added by the IAPs extension
  • Building Projects: [Ubuntu YYC] Compiling from Windows/Mac IDEs to Ubuntu no longer fails on an error in the "unshare" command towards the end of your build
  • Building Projects: [Xbox GDK] Game Options values for Service Manifest for Event-Based Stats are now applied correctly
  • Building Projects: [Android] When updating Gradle during your build (if this is required), it is now the smaller "gradle-7.4-bin" package GameMaker requests instead of "gradle-7.4-all", so the download and install sizes are smaller
  • Code Editor (Visual): Search & Replace no longer fails to Find All if you pass in a GML Code string (and so in previous releases you had to repeat the search to find more matches) [see the explanation higher up]
  • Command Line Builds: HTML5 no longer fails due to an incorrect webserver path
  • Command Line Builds: Opera GX runs no longer fail because Igor is unable to handle a Preferences key used during the build
  • Debugger: [Mac IDE] Now displays the correct memory usage of a game again (rather than always saying 4GB is in use, as it did in 2022.11)
  • Debugger: Fixed an issue where hovering over some local vars in paused code windows could cause a game crash
  • File Watcher: Can now detect Included Files that have been deleted while the project was closed
  • Game Options: Radiobox gadgets no longer shift position after hovering the mouse over one of its radio buttons (e.g. Android's "Launchscreen fill" setting)
  • Image Editor: "Center Fit" button now works correctly after rotating the image 90 degrees
  • Included Files: Duplicate entries are no longer written to the project .yyp file and any existing duplicates will be cleaned up
  • Included Files: Fixed a GM crash when editing/moving any file which lacks a file extension outside GameMaker if "Open in Explorer" button was used to open that file
  • Included Files: Fixed a GM crash when using Microsoft Excel to save changes to a .csv Included File
  • Inspector: [Objects and Rooms] Fixed that when using the default layout some of the Physics section’s values appeared clipped
  • Inspector: [Rooms] Copying and pasting instances from one layer to another now works reliably
  • Inspector: [Objects] Fixed a GM crash when adding a new event to an object via the Inspector’s context menu if that object is also already open in its own editor within the workspace
  • Layouts: [Inspector] Reopening the Room Inspector from the Window menu after closing it manually will now reopen it with its Layers View panel always shown
  • Object Editor: Dragging an asset into the Variable Definitions window for a child object which overrides its parent no longer overwrites its parent's default value also
  • Preferences: [Redefine Keys] Fixed a number of missing spaces in the labels for some "Errors" keys
  • Preferences: DPI values are now reset along with all the other values when clicking the Restore Defaults button on that General page
  • Preferences: New lines are no longer repeatedly added to the end of the Object Editor’s "default event content" textfield
  • Project Load: Fixed an issue where if a project layout has an open Included Files window and the project has lots of Included Files it needs to show, then loading that project could stall in 2022.11
  • Project Save: Fixed an issue where GM soft locks and takes longer than necessary when saving changes to a sprite after importing a large number of big images at once [see the explanation higher up]
  • Room Editor: Fixed that certain effects applied to child-layers would be drawn incorrectly on the canvas if the main layer also had an effect applied to it
  • Sequence Editor: Fixed a GM crash when pressing Shift+Home/End whilst a track is selected in the Track Panel
  • Sequence Editor: Fixed a GM hang when adding a function from the moment editor if source control is also enabled at the time
  • Sequence Editor: Can now expand the duration of 1-frame tracks on the Dope Sheet when the Preference "Automatically stretch new assets" has been disabled
  • Sequence Editor: Fixed that embedded animcurves had their points’ "v" field values clipped
  • Sprite Editor: Resizing a newly-duplicated sprite will now apply the new size correctly on the first attempt
  • Start Page: The "all/official/user" filter dropdown value on the New Project page is now remembered for future visits to the Start Page
  • Startup: Fixed a GM unstable when a computer wakes up from sleep, due to an MQTT error in the ui.log
  • Startup: Copyright date has now been updated to say “2023”
  • Startup: Fixed an issue only in 2022.11 where GameMaker did starts up for the first time using your chosen language if you had selected either Brazilian Portuguese or Chinese during the installer
  • Startup: Fixed a silent exception which wrote out the ui.log because a NetworkProxy was being incorrectly sent an empty string
  • Startup: [Ubuntu IDE] Runtime Modules dialog no longer has the macOS module disabled in the selection list
  • Texture Groups: The preview window is now refreshed/cleared when changing the selected group
  • UI/UX: Undocking and Redocking a dock-able window no longer has the potential to cause all Workspace UI to become unresponsive
  • UI/UX: [Light Skin] Overridden instance variable "name" and "type" values in the Inspector and Room Editor are no longer light-text-on-a-white-background
  • Workspaces: Fixed the ability to drag assets from the Asset Browser to the workspace and open their editor that way

New in GameMaker Studio 2022.11.0.54 (Nov 29, 2022)

  • New Runtime Modules Dialog For Customising Your Runtime Downloads:
  • You will see a new dialog for this the first time you start this new version, so for more information on this dialog and how to use it, please see our new FAQ all about it
  • GameMaker now handles downloading just the specific modules you require from each runtime - you can select a minimal install suitable for your current OS, whichever modules you require just now, or “just give me everything” (which is what GameMaker has always done until now)
  • You can modify these choices at any time by clicking the new button on the Runtime Feeds screen, but be aware that whilst the dialog will add additional modules okay, it will not remove any which were previously downloaded - if you wanted to do that, you will currently need to modify the dialog settings and then delete your entire runtime folder, so that GameMaker will re-download just the bits you now want
  • Preferences has also been changed so that downloading any runtime version manually will always ask if you want to activate it, regardless of where on that line you clicked when initiating the download (previously, you had to specifically click the version number in order to be asked)
  • Offline Support When Signed-In Using Opera Account:
  • Up until this release, you were unable to use GameMaker offline if you had migrated your account and signed-in using the Opera Account single sign-in method
  • You now can sign-in to a saved Opera Account session and carry on offline for the usual must-go-online-once-a-month requirement that GameMaker Accounts have long used
  • Pinch-To-Zoom Has Been Re-Implemented:
  • The Workspace can now be zoomed in and out on devices with touch inputs (like trackpads)
  • Windows IDE, this is done via Ctrl plus one finger on the trackpad; Mac IDE, it’s a two-finger pinch gesture
  • There is a new Preference to disable this feature if you don’t want it
  • Image Editor Support For Pasting As A New Layer:
  • The Image Editor now allows you to paste directly from your clipboard to a new layer
  • This new layer will be automatically placed above the currently-selected layer and the pan tool will be auto-selected to immediately allow you to control the pasted content as you wish
  • This is the default behaviour now, as there was a lot of feedback in favour of this change, but the previous “Paste-As-Brush” behaviour can be enabled again in Preferences if you want it
  • Implemented Case-Insensitive Compatibility Mode For The Mac IDE:
  • There has been an ongoing issue with case-sensitivity when working across different operating systems and changing an asset's character case when renaming it (and how this change of case might then effect external tools, such as git)
  • An option has been added to allow you to disable these extra renaming checks, as it is quite performance-heavy
  • (The same changes affect the Ubuntu IDE Beta also, as it behaves the same as the Mac IDE)
  • Feather Additions:
  • Feather Now reparses scripts whenever they are edited outside GameMaker
  • The new rule GM2064 will validate that initialiser struct variables have variable definitions for the target object (and its Quick Fixes will now create Variable Definitions for missing fields)
  • GM1013’s Quick Fix behaviour has now been modified for creating an instance variable
  • Device Manager Support For Opera GX Mobile Devices:
  • You will likely see a new firewall prompt for this the first time you start this new version, so for more information on this functionality and how to use it, please see our new FAQ all about it
  • Added a new MQTT server for discovering Opera GX Mobile devices on your network, allowing you to just as easily test your GX games on your phone or tablet as you can on your desktop
  • Simply scan the QR code inside Device Manager to connect the mobile device to GameMaker in seconds
  • Note that your devices are only linked to that one instance of GameMaker and will be forgotten the next time you close GameMaker
  • More Room Editor Layers Functionality:
  • Old Film, Hue, Ripples, Blocks Background, Panorama Background and Parallax Background have all now been added into the Room Editor for you to use in your games
  • Also added an indicator into the Layers Panel to show when any filter/effect has been used on a layer
  • Code Editor Support For Binary Literals And Underscores In Numbers:
  • Binary literals can now be declared in the form 0b…. (same as the hex literal 0x… that GameMaker has supported for a while). For example: var six = 0b0110; or var thirteen = 0b0100 | 0b1001;
  • Also, integer, floating point, hex, and binary literals may now take an underscore to act as a visual separator. For example: var integer = 100_000_000; or var float = 3_141.59; or var hexadec = 0xDEAD_BEEF; or var binary = 0b01101000_01101001;
  • Note that this is a Code Editor and Compiler change only - there is no support for this in-game
  • Misc Other Changes To Be Aware Of:
  • Building Projects: Gradle version has been updated to match the requirements of Android APIs 32+ [please see the runtime notes for a little more information]
  • Debugger: The struct versions of "activeTracks" no longer uses the wrong order for "colourmultiply" track values [was actually that the in-game order was wrong and you might need to change your code, so please see the runtime note’s Change To Be Aware Of section for more information on this one]
  • Licensing: Proxy server of incorrect type causes startup crash [additionally, the proxy server details field now blocks https addresses from being added and there is more logging also for if your setup does somehow still cause issues]
  • Localisation: Our language csv files have now been updated to conform to RFC 4180 standard (and therefore escape special characters) - whilst you may not need to make any changes in your existing custom language files, you should be aware of this process change if you’re editing ours or making your own localisation spreadsheets from scratch in future
  • Sequence Editor: It was never really exposed in the IDE, but there was a WIP asset track available in-game - this has now been removed, as the full in-game implementation was never done, and so if you were using this “hidden” track in your games you will now need to change your code accordingly
  • Other Bugs Fixed:
  • AnimCurve Editor: [Windows IDE] GM no longer crashes when undoing all changes made to a newly-created curve
  • Asset Browser: Renaming a group the same as another group in the same location now shows the correct message, rather than an incorrect "group cannot contain or /" message
  • Asset Browser: Room Manager "Collapse All" context menu command does not work unless you clicked in empty space
  • Building Projects: Fixed that you were unable to build any project which uses a Sprite with Nine Slice enabled as a Background layer - and that GameMaker showed an incorrect error message about what was causing the build to fail
  • Building Projects: [Android] Fixed that injection of IronSource's recommended ProGuard values created an invalid ProGuard file because an unwanted "methods" closing tag was incorrectly added
  • Building Projects: [GDK] Added a stage to precompile the shaders in a project
  • Building Projects: [HTML5] Fixed that attempting to re-run a project when one is still running only asked you to cancel the existing run one time and then would require you to stop the build manually each time thereafter
  • Building Projects: [HTML5] Also fixed that clicking the 'Stop' button to end a running project resulted in the mixed message “FAILED: Run Program Complete” being written in the Output Window log
  • Building Projects: [HTML5] Fixed an issue where projects which contain the "JuJu Libraries" extension as well as other extensions could fail to find some of their extension functions later in-game
  • Building Projects: [macOS] Fixed an issue where YYC builds from the Windows IDE could fail for some projects due to an incorrect App ID value being sent
  • Building Projects: post_texture scripts are now run when targeting all platforms, not only when building for Windows
  • Building Projects: Calling "sprite_width(0)" now gives a compiler error for you to fix, as it is a code error in-game, so now the IDE will make you aware sooner
  • Building Projects: Optional arguments in functions being omitted no longer causes a variety of build failures which differed depending on how that function is later called
  • Building Projects: Fixed the Xcode project GM writes out so that XCode 14 requirement changes no longer cause "undefined symbols for architecture arm64: _objc_msgSend$X" errors when using older XCode versions
  • Building Projects: [Android] Runner no longer always fails the new Lint checks in SDK 33
  • Building Projects: [GX.games] You can now upload games when using a different config to "Default"
  • Building Projects: [HTML5] Builds no longer fail for audio files which contain .png or other non-audio metadata, which also stops a method of GameMaker going unstable when reloading the project after failing that build
  • Building Projects: [HTML5] Builds again work reliably when the Game Options’ "path folder name" has been changed from the default of "html5game" to anything custom [this was an issue in 2022.9 only]
  • Building Projects: [Ubuntu IDE] iOS YYC projects containing extensions no longer gives an incomplete Xcode project with missing .ext files
  • Code Editor: Fixed clicking MMB on a function again so it scrolls the new Code Editor window down to place its declaration line at the top of the visible area
  • Code Editor (Visual): Added nodes for the Get/Set/Use Rollback Player Preferences functions recently added for GML in Beta releases
  • Code Editor (Visual): In multicolumn layouts, using the arrow keys no longer affects all columns at the same time
  • Crash Reporter: Fixed various project-building issues which caused the crash reporter to be triggered on next startup, when there's no record of a crash in the log and you were likely unaware of any issues with the previous run
  • Debugger: Fixed that HTML5 games could fail to run (gives white screen) if invisible non-standard characters had accidentally been included in the project and therefore broke the obfuscation process
  • Feather: Fixed that a Function declared inside a Function would incorrectly use the Instance Variable naming rule
  • Feather: Autocomplete now shows in-scope variables when typing at the end of a script
  • Feather: Autocomplete now shows results on partial match following dot dereference
  • Feather: Fixed the return values for various colour and blend functions
  • Feather: Directives specified in scripts now propagate correctly into the functions declared within that script
  • Feather: Enum number values are no longer always cast to real when used
  • Feather: Extensions now have a way to supply information about their functions, so unexpected messages are no longer shown
  • Feather: Now correctly identifies any functions which are prefixed by macro names
  • Feather: Now correctly renames some “non-game” asset types and gives better, more consistent name suggestions for all
  • Feather: No longer reports the wrong type of variable when using the modifiers / and %
  • Feather: Fixed a GM crash when reusing the name of a function as its return value and then hovering over the return value line of code
  • Feather: Fixed an error when giving a struct to instance_create_depth and instance_create_layer and calling a variable from the struct in the create event of the relevant object
  • Feather: Fixed an incorrect GM1045 warning when returning -1 from a function if its JSDoc says it returns Asset *
  • Feather: Fixed an incorrect GM2025 when passing a variable of type Asset.GMObject to a "with" statement
  • Feather: Fixed an incorrect warning that an alarm does not exist if calling the alarm in a function
  • Feather: Incorrectly-formatted JSDoc types now show the expected GM1062 errors
  • Feather: Inheriting a constructor declared in an event will no longer give incorrect GM1054 warnings
  • Feather: JSDoc types for arguments of constructor functions assigned to macros are now shown correctly in tooltips
  • Feather: JSDoc values are now determined correctly for functions declared inside struct literals
  • Feather: LowerCamelCase and UpperCamelCase naming rules no longer say that names containing consecutive uppercase characters are not valid
  • Feather: Creating a ds_map using an accessor will now determine the type correctly in further Feather tooltips, etc.
  • Feather: Fixed an issue which made it possible for GM1010 to be incorrectly displayed
  • Feather: Preferences default values for naming styles now match our guidelines for coding standards in our official tutorials, documentation and extensions (but of course you’re free to edit them as you wish)
  • Feather: Syntax errors for missing closing brackets are now highlighted in the code editor and the matching Feather Messages error is now clickable
  • Feather: The suggestion icon no longer sometimes covers the total number of suggestions
  • Feather: Tooltips now more reliably and quickly update their contents when hovering over same identifier on a different line
  • Feather: Tooltips for enums no longer fail to display values which are incorrectly set to be strings (also improved the tooltip contents when showing enum members)
  • Feather: Fixed various type-checking errors for a number of functions due to bad data in the GmlSpec.xml file
  • Feather: Fixed an unexpected GM1041 Warning when calling audio_effect_create() and using any of its AudioEffectType enums
  • Feather: Fixed an unexpected GM1044 message when calling "event_type == ev_draw && event_number==0" because ev_draw_normal event type is not supported
  • Feather: Fixed unexpected GM2016 warnings for some "global." variables declared in scripts
  • Feather: Fixed an unexpected GM2018 warning when declaring a new var and not giving it an initial value on that same line of code
  • Feather: Using bitwise operators in macro definitions and then calling these macros no longer breaks subsequent code highlighting within scripts
  • Feather: Variable Definitions used in the matching event for both parent and child objects no longer get an unexpected Warning GM2016 message
  • Feather: Fixed an incorrect GM1009 message when comparing layer_get_id() to -1
  • Feather: ds_priority_delete_min() is no longer incorrectly treated as a pure function
  • Feather: gpu_set_tex_...() functions "sampler_index" argument type is no longer incorrectly treated as Real, now is of the correct type Id.Uniform
  • Feather: The “id” built-in variable now changes type according to any custom JSDoc parameters you have defined
  • Feather: mp_* functions are no longer incorrectly treated as a pure function
  • Feather: Fixed that type-checking for Struct.WeakRef “ref” field is not declared as Any*
  • Feather: sequence_instance_override_object()’s struct argument is now treated as the correct type
  • Feather: skeleton_attachment_exists() and skeleton_attachment_replace_colour() are now highlighted properly and are no longer missing some of their tooltip info
  • Feather: time_source_...() functions now allow Constant.TimeSource as a valid arg type for all applicable functions
  • Feather: Local variable definitions no longer incorrectly flag GM2043 in some circumstances
  • GXC Integration: GM no longer goes unstable when uploading builds to GX.games if Game Options is still open at the time
  • Game Options: GM no longer goes unstable when clicking the GX.games account status refresh button if the SSO response is delayed significantly by the remote server
  • Game Options: [PS5] Finished the removal of redundant options which are not actually used during builds [the UI for these was removed in 2022.8, but creating a new project still wrote the default values to the .yyp, so those are removed now also]
  • Go To: Feather's Preferences now appear in search results
  • Image Editor: GM no longer goes unstable after changing the Onion Skin settings and then editing the preview frames manually
  • Inspector: Scrollbar range is now limited correctly, so it no longer continues to reduce in size and leads to an offset mouse cursor
  • Inspector: [Room Layers] The Instances panel can now be be manually resized
  • Inspector: Can now click on an already-selected item within a multi-select list to deselect it
  • Inspector: [Font] [Mac IDE] Tags field no longer cuts off the bottoms of some characters
  • Inspector: [Room Instance] Copy and pasting an instance which has creation code now shows this code immediately
  • Inspector: [Sequence] Opacity and Offset controls for images are now disabled when no image has been selected yet
  • Install: Fixed an issue where the runtime installation process can cause a RDP disconnect
  • Licensing: GM no longer crashes on startup when encountering a Proxy server of an invalid type
  • Local Packages: Importing single objects from a package now more reliably retains its “parent” value when an object with the parent's name already exists
  • Local Packages: Importing only a room from a package now fully accounts for the other assets referenced in the room [also stopped GM going unstable if the imported room duplicates an existing room's name]
  • Marketplace Integration: Added extra logging to diagnose "failed to acquire access token" errors when updating existing packages [if you do get this issue, please send us a ticket with your ui.log file attached]
  • Object Editor: Fixed a GM crash when undoing the movement of an object between AB groups if that object is also open
  • Object Editor: Assets can now be dragged onto the Variable Definitions window pickers to set "Asset"-type values
  • Preferences: Android's default SDK/NDK/JDK paths are now the same paths Android Studio defaults to for that OS
  • Preferences: Fixed a couple of remaining "Resources" name used instead of "assets" in General Settings
  • Preferences: Anti-aliasing radio buttons no longer shift to the left after hovering over them
  • Preferences: The Feather section is now localised
  • Project Export: Root-level compile scripts are now included in .yyz packages
  • Project Import: Fixed the default name GM will suggest when any .yyz filename contains additional dots earlier in the name
  • Project Save: Removed a redundant warning when renaming newly-created and empty Timeline moments
  • Recent Windows: Clicking on a “chained” window (e.g., an object’s Event window) now also Inspects the relevant asset
  • Room Editor: Fixed an issue which meant "Inherit Sub Layers" and "Inherit Layer Visibility" were occasionally disabled after enabling one of them
  • Room Editor: Duplicating a room now renames all of its instances' creation code files correctly and so the code appears immediately
  • Room Editor: Fixed an issue which meant Layers which inherit from other rooms kept showing their "inherited" status after the parent room is removed
  • Room Editor: Paths can now be modified when "select from any layer" is enabled
  • Room Editor:Reinstated Tile Layer panel preview icons for tileset
  • Room Inspector: Selecting an Instance from the Instance Layer list now also selects it inside the Room Editor
  • Sprite Editor: [Spine] Fixed an issue which meant it was in some cases not possible to import images which have multiple skins using Spine's mesh-deformation feature
  • Start Page: Made the URLs shown on various Template descriptions to be clickable hyperlinks
  • Start Page: Downloading any Templates will now recreate the required “TemplateFiles” cache folder if it has been deleted outside GM whilst GM is open
  • Start Page: Folder picker button now has a hover highlight
  • Start Page: Modified the tour/wizard to start new users on step 2, as they have no existing projects to be shown/told about
  • Startup: GM now better handles the situation where both the font set in the skin and Preference's default IDE font cannot be loaded on a machine for some reason- will give proper information that this issue has occurred
  • Startup: Fixed that failing to find any runtime feed showed two error dialogs and also duplicated the error dialog string as part of the splash screen
  • Startup: GM no longer crashes if you click other buttons too quickly after clicking "Ignore this version" on an update available notification
  • Startup: Logging in using SSO no longer causes a harmless machine.General Settings.Environment.Environment error to be written in the ui.log
  • Tile Set Editor: Reinstated the auto-tiling brush-builder and animations library panels' preview icons for the tileset
  • UI/UX: Fixed an issue where continued mouse wheel input kept scrolling the initial dialog for slightly too long after the cursor had been moved over another scrollable panel
  • UI/UX: Added an entry for “GameMaker-HTML5” repo into the Licences page
  • UI/UX: Added the "IDE Environment Variables" dialog into the Windows menubar dropdown
  • UI/UX: Fixed that reopening closed Output Windows from the Windows menu always created them undocked
  • UI/UX: When Feather is enabled, the "Syntax Errors" menu option is renamed "Feather Messages" and will open the correct dock panel (if Feather is disabled, it will show “Syntax Errors” again)
  • UI/UX: [Mac IDE] Fixed an issue where a previously-closed file picker dialog reappeared after switching back to GM from another application
  • UI/UX: [Mac IDE] Fixed that some commands which use Cmd/Shift/Option keys in Redefine Keys were shown elsewhere in the IDE with their labels incorrectly saying Alt is required

New in GameMaker Studio 2022.9.1.51 (Oct 13, 2022)

  • 2022.9 continues the clean-up and stability work ahead of the forthcoming LTS release, plus introduces the Inspector as a part of the default layout for all new projects (as well as a tweak to the Room Editor layout so it now uses the Inspector rather than the old custom panels). This release also gives you the ability to control your texture groups more precisely in the texture groups editor, so that you can manage in-game loading times and memory usage. It does also have some important changes for creating/loading Game Options, as well as various UI/UX improvements brought about by our recent website change to offer converting your old YoYo/GameMaker Account to a new Opera Account.
  • On the runtimes side, there is the texture groups change mentioned already, plus 2022.9 adds touch support in Windows games and raises the SDK version supported on a few console platforms - so please do read the runtime release notes carefully, as you may now need to change your setup.

New in GameMaker Studio 2022.8.1.37 (Sep 13, 2022)

  • August’s release focuses on a lot of clean-up as we head towards an LTS release later in the year - some old or underused platforms have now been removed; many project-saving, performance, or stability changes have been made; and we have made a big improvement to tile-encoding in rooms, which does require a change in project version because older GameMaker versions will not be able to read those tile layers (so please do read these release notes carefully!).
  • In addition to those very important stability changes, we also added: Feather has a lot more customisation options in Preferences; several more filter types can be found in the Room Editor; new audio functions/arguments so you can control playback more easily; the browser-based platforms now support the use of virtual keys and clipboard functionality in your games; and rollback now supports chat functionality.

New in GameMaker Studio 2022.8.0.34 (Sep 8, 2022)

  • August’s release focuses on a lot of clean-up as we head towards an LTS release later in the year - some old or underused platforms have now been removed;
  • Many project-saving, performance, or stability changes have been made;
  • And we have made a big improvement to tile-encoding in rooms, which does require a change in project version because older GameMaker versions will not be able to read those tile layers (so please do read these release notes carefully!).

New in GameMaker Studio 2022.6.1.26 (Jul 29, 2022)

  • June’s release brings Feather for everyone who wants to try it, and includes lots of fixes for Feather and also the current Syntax Errors system; adds 5 more Filter types you can use in your games; introduces more functionality when creating and using your extensions; brings microphone support to the Opera GX target; changes the Switch crash-reporter to be Nintendo’s own system; and fixes a number of issues with the collision system.

New in GameMaker Studio 2022.6.0.23 (Jul 1, 2022)

  • June’s release brings Feather for everyone who wants to try it, and includes lots of fixes for Feather and also the current Syntax Errors system; adds 5 more Filter types you can use in your games; introduces more functionality when creating and using your extensions; brings microphone support to the Opera GX target; changes the Switch crash-reporter to be Nintendo’s own system; and fixes a number of issues with the collision system.
  • Be aware that this release updates the SDK versions you will need for a number of platforms - almost all consoles require newer versions now and also you might need to update your NDK for Android YYC - so please do see the Required SDKs FAQ for further information.
  • Please also review the whole of the IDE and the runtime notes carefully, as there are a lot of changes and things to be aware of in this new release. See below for IDE changes/fixes and check the Runtime Release Notes for in-game changes/fixes.

New in GameMaker Studio 2.3.7 Build 606 (Dec 9, 2021)

  • Brings the ability to sign in to GMS2 using an Opera single sign-on account if you wish, adds support for a new "nullish" operator in your code, and introduces three more filter layer types your can use in your rooms as well as enabling the Inspector for use in your rooms. This release also sees several performance increases (such as native Mac M1 architecture support for GMS2 itself) and some load time boosts for opening your projects and also for games starting at the end of builds.
  • This release also raises Spine support to require v4.0. Please be aware this updated Spine runtime will require you to re-export your Spine images using v4.0 before they will work again in GMS2!
  • The matching runtime version updates a number of the SDKs GMS2 requires during builds (so please see our setup guides if you have issues building projects) and fixes an issue with Android API 31+ with Android 12 devices.
  • There are of course also a number of other changes and several important bug fixes, so of course do also read the rest of the release notes carefully. See below for IDE changes/fixes and check the Runtime Release Notes for in-game changes/fixes.

New in GameMaker Studio 2.3.5 Build 585 (Sep 30, 2021)

  • Misc Important Changes To Be Aware Of:
  • Building Projects: Android/iOS extensions with existing injection code made in 2.3.3-or-older no longer require editing one time before they will build properly
  • In-Game: buffer_seek() is no longer required after async_load[? "buffer"] - the async_load puts the buffer back to the correct starting position as it used to
  • Other Bugs Fixed:
  • Building Projects: Fixed that games did not run from the IDE if the target machine is a Linux distro using Wayland windowing system (e.g., Ubuntu 21 / Chrome 90)
  • Building Projects: [Mac IDE] Ubuntu builds should no longer fail due to ssh connection "already connected" error regarding the log file being missing
  • Building Projects: [Ubuntu IDE] Local runs/debugging games should now find the correct real display even when third-party apps have created multiple virtual displays
  • Debugger: Fixed stepping code functionality so it will no longer in certain circumstances navigate to a line that is not actually getting called
  • In-Game: Fixed object parameters in functions not working as expected after destroying and recreating an instance of that object
  • In-Game: Fixed some inconsistent scoping behaviours of same-struct variable access which was introduced in 2.3.4
  • In-Game: Fixed an "Unset" error when referencing instance variables via object_id
  • In-Game: Collision masks now scale correctly to match nine-slice scaling
  • In-Game: Precise collisions no longer cause the significant performance drop seen in 2.3.4
  • In-Game: asset_get_index() can now get the index of Scripts [HTML5]
  • In-Game [HTML5] draw_* functions' behaviour when alpha is set to 255 is now consistent with Windows
  • In-Game: file_rename() now works when specifying a non-ASCII path
  • In-Game: tag_get_asset_ids() now returns the correct values for Scripts [HTML5]
  • Ticket: [HTML5] Cicla... no longer crashes on array_sort()
  • Ticket: [HTML5] "html5 return self" project now works on HTML5
  • Ticket: [Windows] Fixed silent crashes when starting project CryptoS...
  • Ticket: [YYC] Fixed silent crashes in lds-yyc-crash when creating a custom struct and p

New in GameMaker Studio 2.3.4 Build 583 (Sep 20, 2021)

  • 2.3.4 changes a lot of the underlying systems for input/output and how the IDE is rendered, allowing us to fix some longstanding differences Windows IDE vs Mac IDE and also to better support modern input devices and new OSes going forward. You may not notice much change and this might look like a small release, but there have been a lot of changes, fixes and improvements made throughout the IDE.
  • There is also an overhaul in the versions of Visual Studio now required. Almost all platforms which used VS2015 before now require Visual Studio 2019, so please ensure you install this if you haven't already and also check your GMS2 Preferences paths are now correct, otherwise you will have errors when building YYC platforms/UWP/consoles. More information and a link to the Required SDKs can be found further down this page or on the Help menu inside GMS2 itself.
  • We also squeezed in two new console exports - Microsoft Xbox Series X/S and Sony PlayStation 5! If you are already approved for consoles these will appear in Target Manager as normal.
  • There are of course also a number of important bug fixes, so please do read the release notes carefully. See below for IDE changes/fixes and check the Runtime Release Notes for in-game changes/fixes.

New in GameMaker Studio 2.3.3 Build 574 (Jul 22, 2021)

  • 2.3.3 is an important stability release for a number of different features: changes to source control to resolve Github authentication issues; support for using Android NDK 22, Android Studio 4.2, and the latest Xcode on Big Sur; optimisations for the amount of work done by the IDE when displaying your projects, reducing CPU usage; and a number of performance fixes in-game also.
  • At the same time, it does introduce several new features, including: the Inspector has been greatly extended to support multiple additional editors; a big change to how undo/redo worked within the IDE, giving you more flexibility and a better experience; you can now declare default values for your functions' optional arguments; and in-game you can now support two mouse thumb buttons on Desktop platforms.
  • There are of course also a number of important bug fixes, so please do read the release notes carefully. See below for IDE changes/fixes and check the Runtime Release Notes for in-game changes/fixes.

New in GameMaker Studio 2.3.3 Build 570 (Jul 13, 2021)

  • Important stability release for a number of different features: changes to source control to resolve Github authentication issues; support for using Android NDK 22, Android Studio 4.2, and the latest Xcode on Big Sur; optimisations for the amount of work done by the IDE when displaying your projects, reducing CPU usage; and a number of performance fixes in-game also.
  • At the same time, it does introduce several new features, including: the Inspector has been greatly extended to support multiple additional editors; a big change to how undo/redo worked within the IDE, giving you more flexibility and a better experience; you can now declare default values for your functions' optional arguments; and in-game you can now support two mouse thumb buttons on Desktop platforms.
  • There are of course also a number of important bug fixes, so please do read the release notes carefully. See below for IDE changes/fixes and check the Runtime Release Notes for in-game changes/fixes.

New in GameMaker Studio 2.3.2 Build 558 (Apr 14, 2021)

  • 2.3.2 is all about performance. It introduces new Nine Slice support for your sprites, allowing you to create nicer-looking menu screens and HUDs in a quick and easy way; adds the new animcurve library containing preset curves you can use to very quickly and easily apply common behaviours to your animations; offers new IDE and manual languages so you can work more quickly and easily in a language you prefer; changed the Tutorials button on the Start Page to now open our Learn website, so we can offer new tutorials, fixes, and more localised versions at a faster rate. It also removes a few memory/performance bugs in the IDE, reduces compile times (in the majority of cases), improves the garbage collector for a little more in-game performance and a lot more stability, and also smoothens FPS values when on Windows (particularly for those of you with high-refresh monitors). And if you want speed and ease when passing your macOS games around, try the new .dmg export for non-App Store builds.
  • There are of course also a number of important bug fixes and a few changes, so please do review the whole of the release notes thoroughly and make yourself aware of these. See below for IDE changes/fixes and check the Runtime Release Notes for in-game changes/fixes.

New in GameMaker Studio 2.3.1 Build 542 (Dec 17, 2020)

  • Bug Fixes:
  • Building Projects - [Switch] Crash trying to download XML during the build
  • Building Projects - macos VM should have its plist entitlement set so unsigined/third-party dylibs can be used during dev-testing
  • Building Projects - [Ubuntu] Enabling Steam causes ScpException when copying libsteam_api.so into place
  • Building Projects - NSIS macro expansion fails, causes broken Start Menu shortcut
  • Code Editor - Autocomplete shows duplicate entries for "global." variables defined in functions
  • Code Editor - Editing .gml files in an external editor updates with the changes only once if the editor with the .gml file is open in GameMaker
  • Debugger - Stepping into functions defined inside instance creation is causing IDE instability
  • Generate Project Images - GMS2 unstable when generating foreground Android adaptive icons in the attached project
  • Manual Content - Sprite Editor page details currently-unsupported playback functionality
  • Manual Content - Unwanted social sharing code, causes delays loading the manual for some firewalled users
  • Marketplace - Google Play Services asset cannot be imported as its own new project
  • Project Import - GMS2 unstable when converting attached project - Exception in YoYoStudio.IDE+<>c__DisplayClass256_0,Void b__1()
  • Project Load - GMS2 unstable, projects do not load again after renaming a Sequence's event script
  • Project Load - Duplicated assets fail to load when project reloading if project that had more than 2 "chained" duplicates of that asset
  • Sequence Editor - GMS2 hang at the point sound assets are played when previewing a sequence
  • Timelines Attempting to copy and paste a timeline moment will give an error

New in GameMaker Studio 2.3.1 Build 536 (Nov 24, 2020)

  • Project Conversion Fixes:
  • Lots and lots of project conversion issues have been fixed (and a number of you have recieved fixed copies of your projects already, so they're not listed below), however the vast majority were due to one of the following four reasons:
  • The default texture/audio groups disappearing from the old project during the conversion process (the same issue which was affecting our own tutorials)
  • Corrupt views referencing resources multiple times (so the project may have had issues in 2.2.5, saying it couldn't find files, etc.)
  • DnD Scripts referencing multiple resources in unhandled ways
  • Amazon's Game Options not upgrading properly from very old values to current ones
  • If your project previously failed to convert in 2.3.0 (and we haven't already sent you a fixed copy), please try it again now. If it still fails, then please file a bug ticket and send us the project .yyz/.zip
  • Bezier Curves:
  • Added a new curve type in the Curve Editor - Beziers allow you to ease in/out of curve points and fine-tune your animations
  • Also made a number of improvements to manipulating curves used as position tracks on the Sequence Editor canvas - such as live preview/updating of the canvas area as you modify your curves and the ability to modify your bezier handles on the canvas itself
  • Dopesheet Curve Editor:
  • Further improving curve-editing, you can now edit your embedded curves right in the dopesheet within the Sequence Editor - toggle to the curve editing mode and make your changes to see the canvas update
  • Added a "Height of Anim Curve Track in Dopesheet" Preference so you can choose whether you want your curves to be double-height in the Dopesheet
  • Snappable Dopesheet:
  • And finally for curve-editing and the Sequence Editor, you can also now snap the Dopesheet to the top, bottom, left or right edges of the Sequence Editor ...or you can pop it out into its own floating window
  • Closing or "resetting" a floating Dopesheet will restore it back to the default (bottom) snap
  • Each Sequence has its own snap/floating setting so that you can do things like float the dopesheet for one sequence and see it alongside the dopesheet for another
  • Sprite Broadcast Messages:
  • 2.3.0 added the ability for a sequence track to fire off Broadcast Messages, and now 2.3.1 brings the same functionality to all sprites
  • You add the message as a moment on the Sprite Editor timeline and then this fires in-game when that frame is reached
  • Room Manager Tools:
  • The Room Manager window has now been extended so you can more easily move your rooms around when you have lots of them you need to manage - some UI tweaks, new send to top/bottom buttons, plus the ability to add groups
  • Note that grouping the rooms has no effect on their order - this is still always performed top-to-bottom
  • Multiple New Package Formats:
  • Windows x64 runner support (toggled via Game Options > Windows)
  • ARMv7 packages for Ubuntu (GMS2 works this out dynamically depending on the architecture of the device you are targeting for that build)
  • UWP multiple architectures in one package (part of the Create Exe button process)
  • Should you have one, you will also find GMS2 itself and macOS games now run fine on your Apple Silicon developer-testing Mac
  • If you have issues with your projects running fine in the "regular" versions of any of these but in the "new" versions they are incorrect, then please do file a bug ticket and send us the .yyz/.zip copy of the project (give us a download URL if the project is larger than 20MB)
  • Removed The English Manual From The Installer
  • As more of you are using GMS2's localisation capabilities and choosing to work in your native languages, we have now removed the English manual from the GMS2 install to save a reasonable amount of download size and install space requirement
  • The first time you access the manual inside GMS2 you will be asked if you want to download a local copy and work offline or if you're happy continuing with the online manual
  • If you want to download the manual later on, or want to change your manual language, then you can do this via Preferences > General Settings > Help
  • Be aware also that as well as manual.yoyogames.com (English), there is now also manual-de (Deutsch), manual-fr (Française) and manual-es (Español)
  • Misc Other Changes:
  • Changed the default sorting method used when importing a project to be Custom, so the Asset Browser order matches how the project looked before
  • Changed the code-folding on { to be on the function line always, so that you don't get a dangling { as in 2.3.0 - also added a Preference to disable code-folding on { for those who only want to fold via regions
  • Added a new Preference for whether you want changing the filtering of the asset browser to immediately re-expanded the groups or not (that the asset browser always expanded all groups each time you created an asset while the filter is active has been fixed)
  • Have had to slightly change the Mac IDE keys for managing Bookmarks, as the old ones clashed with macOS hotkeys and so caused issues - setting a bookmark is now CMD+CTRL+[0-9] and jumping back to it later is CMD+[0-9]
  • Within the Sequence Editor, you can now create Moment functions using the name you set in the text box, rather than having to create and then rename
  • Added a Preference to edit the boiler plate comment shown at the top of a new Script Resource (or to turn it off if you want)
  • Added a timeout to debugger connections - so now GMS2 will abort the build and show a "Are you perhaps firewalled?" if the debugger takes too long, rather than waiting indefinitely
  • File > My Account will now use your default browser, rather than opening a browser workspace tab inside GMS2
  • Lots of missing translations for 2.3.0 features have now been added, along with the translations for the new stuff in 2.3.1
  • Added the $ symbol as a new accessor for structs (Which does mean if you have existing code for assigning HEX values to a variable then make sure you haven't wrapped this hex value in []s, as this would cause a compile error now)
  • Removed some redundant arguments from buffer_get_surface(), so you will need to refactor any code using this function
  • Bugs Fixed:
  • AnimCurve Editor: "Delete Curve" tooltip does not support localisation
  • Asset Browser: Zoom resets to 100% on relaunch
  • Asset Browser: Keyboard navigation no longer functions after renaming an asset
  • Asset Browser: Duplicate groups appear on reloading project if group was moved and has an "asset type" name (e.g., the group is called "Sprites")
  • Asset Browser: test_410... project has linked duplicate folders
  • Asset Browser: Modifying a filtered tree always re-expands all groups [note the Misc Change above that there is a Preference added for part of this]
  • Asset Browser: Colour-coded groups will swap colours with other groups with the same name
  • Asset Browser: Room Manager's Room Order tab does not show any rooms for the 2.3.0 project attached
  • Asset Browser: Group is duplicated on project load if its name contains a backslash
  • Bookmarks: [Mac IDE] Adding a bookmark to a script window also types the number into the script
  • Bookmarks: GMS2 hangs when going to a bookmark after changing projects
  • Broadcast Messages: Right-clicking the text box for message entry closes window
  • Building Projects: Compile Error building for UWP YYC
  • Building Projects: UWP YYC fails to build if using the remote worker
  • Building Projects: [Mac IDE] Big projects can fail with macOS system error "Too many open files" using current 5.10 version of Mono
  • Building Projects: [HTML5] Having a group named "HTML5" causes builds to fail
  • Building Projects: HTML5 and iOS are leaving the "datafiles" subfolder in the export package
  • Building Projects: [Android] Cannot build projects containing the Google Play Services asset
  • Building Projects: [Android] android:allowBackup flag is set in the wrong location in AndroidManifest.xml
  • Building Projects: Calling break; inside a try block will give two compiler errors
  • Building Projects: XCode 12 doesn't work with 2.3.0 during iOS and tvOS builds
  • Building Projects: [Mac YYC] The project attached fails to compile due to a complex ternary operator line
  • Building Projects: [Windows YYC] bug2.3.zip project attached does not compile, gives no error
  • Building Projects: [macOS YYC] Cannot find provisioning profiles error when using Runtime v23.1.1.181 [actually now requests Xcode to download them automatically if missing]
  • Building Projects: Empty return statements require a semi-colon, otherwise you get a compile error
  • Building Projects: [Windows IDE] Ubuntu builds write the GameAssetsLinuz.zip with the wrong filename
  • Building Projects: [YYC] Referencing a global function inside another constructor/function fails the build
  • Building Projects: Attached project will not build "Index was out of range. Must be non-negative and less than the size of the collection."
  • Building Projects: [HTML5] Passing a function via an object variable definition causes a compile error
  • Building Projects: "unexpected symbol" errors shown for instances which have list variables that are undefined
  • Code Editor: MMB on an object variable name no longer opens its Variable Definitions location
  • Code Editor: Local variables are not correctly coloured when they have the same name as a function
  • Code Editor: Tabbing a block of text selected via keyboard can miss indenting the last line (differs from Shift+Tab)
  • Code Editor: Copying a block inside folded brackets only copies the unfolded first line
  • Code Editor: Autocomplete needs to flag "argument_relative" as obsolete
  • Code Editor: Folded regions are not preserved on reloading the project
  • Code Editor: Jumps between collapsed region locations when using scrollbar
  • Code Editor: Macros using global. cause syntax errors when using that macro in regions elsewhere
  • Code Editor: "global." is no longer added to code when using autocomplete
  • Code Editor: variable_struct_remove() is missing from autocomplete
  • Code Editor: os_is_network_connected() always shows syntax warning for wrong number of arguments
  • Code Editor: c_grey/c_ltgrey/c_dkgrey are not keywords (only their US English versions work)
  • Configs: Changing config while config-able windows are open does not refresh these window's values
  • Configs: Splash screens and icons don't allow per-config setting
  • Configs: Deleting a config does not remove data from resources with config changes
  • Configs: Nested configs do not always apply the inherited settings correctly at runtime (instead uses Default's)
  • Debugger: Watch tab fails to evaluate function arguments
  • Debugger: Does not show global structs in the variables list
  • Debugger: Tooltip unable to evaluate "self", anything "self.", and "other"
  • Debugger: Instances of structs are not being re-evaluated correctly after changes made
  • Debugger: [Mac IDE] Does not show values of any Watches
  • Debugger: [Mac IDE] "Unable to compile watch VMsession not ready" messages on running
  • Device Manger: Android > "Run AVD" button is unresponsive, should be removed
  • DND Editor: Resizing an action and then adding argument causes action to stop rendering properly
  • DnD Editor: Get Instance Variable action does not have "in_sequence"
  • DND Editor: Adding multiple strings to Show Debug Message node causes a compiler error because n is required
  • DnD Editor: Renaming a script file will erase the contents of the script
  • Docs Integration: Untranslated tab heading when opening the Manual in a localised language
  • Extension Editor: Does not create source folder structure, causes Add Source buttons to silently fail
  • Filewatcher: Dialog appears when editing an Android extension .java file
  • Filewatcher: Adding a file to an extension triggers the Project Modified popup
  • Filewatcher: Dialog appears when adding any file into the root folder of the project
  • Game Options: [German] Android/Amazon's "Orientation" settings are reversed compared to other languages
  • Game Options: Adding text ending with " into a config's Android inject textfield will stop Game Options > Android opening again
  • Inspector: Undoing changes to the rotation of a Sequence asset does so in steps, not all at once
  • Inspector: Clipping Mask's "Mask" and "Subject" are not translated
  • Inspector: Added a new "Loop Mode" shown when inspecting audio tracks in the Sequence Editor so you can control audio in-game better
  • Install: Unused NanumGothic font included in GMS2 installation, should remove
  • Localisation: Multiple unlocalised hardcoded strings in various parts of the IDE
  • Localisation: New 2.3.0 DND feature strings are unlocalised
  • Localisation: [French, Spanish] Multiple strings for 2.3.0 Preferences are not displayed correctly
  • Localisation: [French] Text overlaps in Preferences > Android's keystore labels
  • Localisation: Unlocalised strings in the Sequence Editor
  • Localisation: Multiple strings in Preferences do not support localisation
  • Localisation [All] : Default content for Object's Events and Scripts is unlocalised in all supported languages [note: if you change the IDE language this Preference is not immediately changed also, you have to Reset Defaults in order to get the new language]
  • Manual Content: window_...() pages fail to load via F1 due to unwanted uppercase i in "The Game Window" URL
  • Marketplace Integration: Assets containing extensions using proxy files won't import those proxy files
  • Marketplace Integration: "zeus://purchase?" error on adding free assets to account if Marketplace opened via GMS
  • Object Editor: Changing any event to a Collision Event will delete the code in that event
  • Object Editor: "Only referenced once" warning should not show if the variable is mentioned in the Variable Definitions window as an Expression
  • Object Editor: GMS2 unstable when renaming a variable definition if that object is already an asset variable definition in a different object
  • Preferences: "String not found" showing in Code Editor's Struct Members label
  • Preferences: Possible to untick auto-logout even when using settings override file for Education users
  • Preferences: Resetting the content for Object's Events and Scripts using the Reset Defaults button would reset it to empty
  • Project Import: MMH2 project causes the IDE to go unstable
  • Project Import: Bus... fails to convert in 2.3.0 and 2.3.1 Beta 1
  • Project Import: Converting the project attached when a sequence editor is open breaks the layout
  • Project Import: Asset Browser sort should default to Custom when converting 2.2.5 projects
  • Project Import: Converting the attached 1.4 project removes a bracket and so creates a compile error
  • Project Import: Projects fail to convert from 2.2.5 to 2.3 due to "An item with the same key has already been added"
  • Project Import: Spine sprites from 2.2.5 projects set collision mask to 0,0,0,0
  • Project Import: Inheritance of instance creation code is not preserved after conversion from 2.2.5
  • Project Import: TestForYoYo shows multiple "Blank IdReference found - could be that the project is corrupt" yet still loads and builds
  • Project Import: 789AN project gets stuck during convert from 2.2.5
  • Project Import: GMS2 unstable when importing project with Spine assets
  • Project Import: GMS2 stuck Importing if you Add Existing from a project with a damaged .yyp, needs to gracefully fail
  • Project Import: Attached project does not open in 2.3.1 Beta, error in YoYoStudio.Resources.ResourceBase.PostDeserialise
  • Project Import: St...51020 project fails to convert
  • Project Import: GMS2 crashes in System.Threading.Tasks.Task.ThrowIfExceptional loading attached projects
  • Project Load: The active config is reset to Default each time when reloading projects
  • Project Load: GMS2 crashes when opening project Wan... - "Error setting value to 'inheritLayers' on 'YoYoStudio.Resources.GMRoom'."
  • Project Load: Rich... gets stuck at about 80% loaded
  • Project Load: GMS2 crashes with "Object reference not set to an instance of an object" loading attached project
  • Project Load: Failing to convert a 2.2.5 project results in GMS2 not loading further projects correctly until IDE restarted
  • Project Load: Mischief... fails to load in 2.3.0 and 2.3.1 Beta 1
  • Project Load: Pong... does not show anything in the asset browser and GMS2 becomes unstable shortly after
  • Project Save: GMS2 unstable when adding "texturegroup-able items" in the tutorial project attached
  • Project Save: Cannot create sprites/fonts/tilesets in tutorial projects, GMS2 can also go unstable
  • Project Save: Included Files in subfolders are listed repeatedly in the project file
  • Project Save: Game Options writes absolute paths for .nmeta files [further fix]
  • Project Save: GMS2 unstable when adding a new audio or texture group in Spirit...
  • Room Editor: Text listing layer properties can become scrambled after adding asset
  • Room Editor: Cannot delete a selection of tiles using only the Backspace key
  • Room Editor: Painting an asset that has an origin set to the bottom will add 2 at a time
  • Room Editor: Wrong sprite frame is shown after importing a project with sprites set to 0 FPS in the room
  • Room Editor: Child room instances' Inherit button becomes unusable after reloading the project
  • Room Editor: Instance creation code is not inherited when creating child rooms
  • Room Editor: "Convert Image to Tilemap" tool is broken in 2.3.0
  • Room Editor: Resetting an instance variable override doesn't immediately mark the project as changed
  • Room Editor: Painting tiles does not mark the project as changed, so the new tiles don't appear in-game unless other changes made
  • Room Editor: Animation Speed in the background layer is not taken into consideration
  • Room Editor: Renaming an instance will cause its creation code to be wiped
  • Sequence Editor: Canvas RMB context menu for objects "Open Editor..." does not work
  • Sequence Editor: Cannot set Image Speed track to be a decimal value
  • Sequence Editor: Unable to select multiple resources via the track panel
  • Sequence Editor: Need to add the missing keyboard shortcuts for the canvas
  • Sequence Editor: Previously zoomed-in editors reopened when reloading a project thereafter zoom "reversed"
  • Sequence Editor: Record key actions in the drop-down menu are unresponsive
  • Sequence Editor: "At frame" field in the Moment Editor does not move the moment if you edit the value
  • Sequence Editor: Any interaction/change to a track should pause previewing the sequence
  • Sequence Editor: It is not possible to copy an Animation Curve from one track to another
  • Sequence Editor: French and German text is cut off in the Canvas Gizmo menu
  • Sequence Editor: Some event name labels are cut off in the Events Window for all supported languages except English
  • Sequence Editor: GMS2 crashes when deleting a clipping mask which is in a group
  • Sequence Editor: GMS2 unstable when adding clipping masks to group and then Ctrl+Z
  • Sequence Editor: French text is still cut off in the Canvas Gizmo menu
  • Sequence Editor: 'Export embedded anim curve' doesn't expose the new curve in the Asset Browser
  • Sequence Editor: Alt+Click to select a track in Dope Sheet only select its keys when track expanded
  • Sequence Editor: It is possible to change an external anim curve that has been associated to a parameter and make it invalid
  • Sequence Editor: During playback audio tracks will play more frequently than expected
  • Sprite Editor: Dropping an image in the frame view of a sprite does not append the sprite as a new frame but replaces all frames
  • Sprite Editor: Automatic collision mask does not update when image is resized from the image editor
  • Texture Groups: Texture preview pages are not being generated in the projects attached
  • Texture Groups: Sprites are not immediately removed from texture groups when deleted in Asset Browser
  • Texture Groups: Texture Group parents are not maintained when in Default configuration
  • Tutorial UI/UX: GMS2 unstable when reloading the tutorial window in the project attached
  • Tutorial UI/UX: Exporting and reimporting a tutorial breaks the tutorial window
  • UI/UX: Cannot use right-click menu to rename workspace tabs
  • UI/UX: File > My Account still spawns an IDE browser workspace, should use external browser
  • UI/UX: [Spanish] Collision Mask option boxes do not fit in the Sprite Editor
  • Workspaces: Dropping external asset .yy files onto the IDE does not immediately open the newly-imported asset for editing

New in GameMaker Studio 2.3.0 Build 529 (Aug 18, 2020)

  • 2.3.0 is a huge new release which brings multiple new asset types and editors, significant quality-of-life changes and productivity gains to the existing editors, and a new project format to handle all these new additions. There is a lot changed in this release, so please do read all the release notes carefully and follow the link to our detailed guide to changes in 2.3.0.
  • Please also be aware that opening an existing project in 2.3.0 the first time will ask you to convert the project and save it out again with a new name. This is because the project format has now been changed quite extensively. You will not be able to open newer-style projects in 2.2.5 or older, and similarly 2.3.0 does not allow you to set 2.2.5 or older runtimes as active.
  • See below for IDE changes/fixes and check the Runtime Release Notes for in-game changes/fixes.

New in GameMaker Studio 2.2.5 Build 481 (Dec 18, 2019)

  • Updated HTTPS certificate support for the Windows IDE:
  • It's still a way off, but by the end of Q2 2020 the YoYo Account servers will have to stop supporting the older HTTPS standard currently used by the Windows IDE
  • (Internet server/traffic circumstances out of our control might make this sooner, but we're planning end of Q2)
  • This release brings the Windows IDE into line with the Mac one, and so both will continue working just fine after that date
  • Fixes for the Crash Reporter:
  • Depending on the circumstances of the crash, some users saw the crash reporter itself would close before they could send us their crash log - this release fixes that
  • If you see the crash report screen, please do send us the report and then we can fix the underlying issue - thanks!
  • Misc:
  • Fixed that showing certain font characters in various parts of the IDE would occasionally cause the IDE font to become corrupted
  • Fixed that on macOS the IDE was needlessly requesting permission to have GMS2 receive keystrokes from any application, not just GMS2 itself
  • Fixed the Code Editor so an "if" statement with an immediately succeeding semicolon now says in syntax highlighting that this would be a compiler error
  • Added a reminder to scroll up and read the whole compiler log (and see your Compile Errors window if one appears) to find out why your build failed, rather than only reading the last line
  • Removed some redundant UI for "Extension Options Files" and "Supports" from the Extension Editor
  • Bugs:
  • For the full list of public IDE issues fixed in this version, see the Change Log
  • Thinking of reporting a bug? See the IDE's Known Issues page first

New in GameMaker Studio 2.2.4 Build 474 (Oct 30, 2019)

  • Introduces a big update of the build toolchain to match the requirements of Android 10 and also macOS/iOS/tvOS following Apple's recent announcements - please update to this version if you're using macOS Catalina. IAP support has been greatly updated - including subscriptions support and receipt verification functionality! Plus, there has been another big push on making HTML5 games work more closely to how they do on other platforms. There have also been some changes to how and when files are created and a clean-up of some redundant game options, which should result in less confusion when working on your projects.

New in GameMaker Studio 2.2.4 Build 458 (Oct 8, 2019)

  • Updated Licensing to Remove GPU Checks:
  • Some customers had issues where dual-GPUs in their machines meant moving the IDE between displays or toggling power-saving modes could cause their licence to be invalidated
  • This GPU check has been removed, but now everyone needs to refresh their licence the first time they run 2.2.4 - please remember you will need an internet connection to achieve this
  • Note, if you're using 2.2.4 on the same machine as 2.2.3 or older (e.g., you have a Steam install and a standalone), then be aware you will be asked to log-in again each time you start the IDE
  • Changed the "clean" button to confirm if you need elevated permissions in order to clean files in your build folder (e.g., Apple Sign-In information) and then prompt you on the Mac if required
  • Changed behaviour around saving empty code files
  • Code files are now only created on disk if there is actually something to save when the editor is closed the first time after creating the resource
  • Now, if you create a new Script/Event/Shader/Instance Creation Code/Room Creation Code/Timeline moment/Note and then close the Code Editor without typing anything, no empty file will be created
  • Stops redundant file watcher notifications that your project has changed on disk
  • Extra Name Verification For Included Files;
  • Building for Apple platforms and Android/Amazon, you will now get an error if you try to export an Included File which has a name starting with a number
  • These device OSes do not allow filenames starting with a number, so this stops you wondering why the file can't be found in-game later on
  • Until you fix the incorrect filename or disable the Included File from being exported into your package, you will see this error each time
  • Removed redundant in-game analytics checkbox in Game Options
  • The runner no longer requests analytics information when players run games, following the previous de-activation of the server, so this redundant checkbox has now been removed
  • Extended HTML5 Browser Launch Settings
  • Added Preferences for you to specify the default webserver URLs and port
  • Added Device Manager support to pass command line arguments to the browser (e.g., start with the dev tools open)
  • Misc:
  • General: Changed GPU memory allocation for editor windows, which should result in better performance when moving between workspaces and/or running GMS2 for a while
  • General: Fixed Help > Release Notes / Runtime Release notes link to be https versions, not http, to avoid issues where some users could not see the contents of the notes
  • General: Fixed those above two links to send you to the correct versions of the notes if you're currently using a beta release without actually having opted-in
  • Build Windows: Fixed Windows VM Steam builds to use the correct Steamworks dll version from your Steamworks install folder (YYC was fine)
  • Code Editor: Fixed that custom snippets were only appended to the defaults, they couldn't replace a default - snippets will now override if a duplicate keybinding is found
  • Compiling: Fixed on some platforms the build timer didn't stop at the end of the build, instead it kept going until the game was also closed
  • Compiling: Fixed an issue where changing the creation order of instances in the Room Editor could make double-clicking compiler errors open the wrong instance's code
  • Compiling: Added a Compiler Error for the "Missing or corrupt build tools" message to better highlight this installation issue - some users were missing this in their compiler log because they only read the last line
  • Device Manager: iOS/tvOS "Detect Devices" now returns all physical devices of that type currently connected to the Mac, rather than just the first one found
  • Extension Editor: Fixed an issue with newline characters in Gradle injection text boxes could cause Android builds to fail in the Mac IDE
  • Game Options: Added support for specifying a game description value for UWP packages
  • Game Options: Added support for specifying an Amazon TV banner image and have this packaged correctly in-game
  • Game Options: Added support for injecting text into the Android "application tag" during builds (this allows you to set android:usesCleartextTraffic="true", which some extensions need for allowing http traffic in Android API 28+)
  • Game Options: Removed checkboxes to enable Google Play Services and Google Play Licensing on Android. These have worked for a few releases simply via the extension being in the project or not, and so the checkbox was misleading
  • Importing Projects (1.x): Fixed an issue where the "type" of instance creation code wasn't being set automatically, leading code to be missing in the IDE unless you fixed the .yy manually
  • Room Editor: Fixed an issue where two room's Layer Properties windows could be drawn at the same time if both rooms were open and had layers of the same name selected
  • Room Editor: Fixed a couple of issues where the visibility of layers in a group was not being passed correctly to the game if the group folder/parent was set as invisible
  • Note: In the room editor you need the parent/folder set as visible in order to have any child set as visible, and you then turn off visibility for any child layers you don't want to show
  • Sound Editor: Fixed that imports of 1.4 projects were not setting the new sound to the correct bitrate value
  • Source Control: Double clicking on a file will now start the diff tool defined in
  • Preferences:
  • UI: Fixed a 2.2.3 issue with Mac IDE keybindings when there were multiple bindings for the one action, so all keybindings now work again (e.g., Cmd+Y and Cmd+Shift+Z to redo actions)

New in GameMaker Studio 2.2.3 Build 433 (Jul 4, 2019)

  • Fixed Windows IDE "deadlock" issue:
  • Fixed 0030271, which fixes a number of issues, including Windows Explorer dialogs not appearing for New/Open/Import, the manual/Marketplace/My Account just showing a white panel, and starting/stopping builds causing the IDE to hang.
  • Fixed various causes of startup crashes
  • The same Deadlock change also fixed a number of the reported startup crashes in 0030245
  • Fixed a crash with GMS2 not automatically applying the software renderer on startup if using unsuitable OpenGL versions, WARP drivers, or using GMS2 over RDP on recent versions of Win 10
  • Fixed a crash if you're connecting to our servers via a VPN which gives an "Unsupported region" error (you will still need to resolve the VPN issue yourself to make licensing work)
  • Fixed a Mac IDE crash if you're using a machine which has no audio devices at all
  • Stopped the Mac IDE's startup folder-checker from performing its checks on the first run of the IDE after installing/updating - stops a warning that a /tmp/ folder doesn't have suitable permissions, as this is actually correct and not an issue
  • If you still have Windows/macOS file-permission issues which stop GMS2 from starting on your machine, see this FAQ for how to configure your permissions or protection software
  • New crash-reporting system:
  • Hopefully, you'll never see it, but we have added a new tool to intercept startup crashes and show a new one-click bug reporting dialog, which makes things a lot easier for you and us!
  • Replaces the "send us your ui.log" dialog and no longer requires you to report this as a ticket to the Helpdesk
  • Better communication of your licence expiry dates:
  • Added new functionality to highlight when a licence is going to expire within the next 30 days, so you stay better informed
  • If a licence does expire before it is renewed/replaced, then GMS2 will now say this clearly when you next attempt to start up
  • If you are not on a Trial licence, then the popup reminders for this can be turned off in Preferences > General Settings > "Enable notifications"
  • Mac IDE build tools updated:
  • Fixes certificate trust issues some users saw in previous versions - unless, of course, you have actually manually changed your trust settings and need to fix!
  • If you're still getting this issue, see "macOS Keychain Certificates" section of the file-permissions FAQ linked-to above
  • Worked around the version of Visual Studio 2019 For Mac installs having a broken certificate-checker and causing errors when trying to compile projects in GMS2, so now it doesn't matter if you have VS2019 installed on your Mac or not
  • Worked around the change in Catalina betas (or if you had installed Apple's broken Xcode command line tools update from June 3rd on Mojave) which causes startup crashes about system font errors
  • Comments support for DnD projects:
  • Added a new system of creating inline comments for your DnD scripts, allowing you to fully comment your code
  • Comments expand to fit their contents, can be moved around by dragging them, and collapsing the node collapses the comment also
  • Ability to export assets as local packages:
  • The Tools section of the menubar now has commands for creating/importing local asset packages, so you no longer "need" to use the Marketplace to pass assets between team members
  • Works very much like the existing Marketplace create assets dialog and allows you to specify whether your package should be signed or not
  • Also added new functionality when importing any .yymp file that if resources of the same names are already in the project GMS2 will show a keep/replace dialog listing all applicable resources
  • Ability to turn off the file-system sandbox on desktop OSes
  • Added Game Options into Windows/macOS/Ubuntu for disabling the file-system sandbox restrictions, so you can save/load files from anywhere not protected by the OS/other security software
  • Note: Requires 2.2.3+ runtime also.
  • Ability to turn off using subst'ed drives when building for some platforms
  • Preferences > General Settings > Compiling now has a new setting "Use subst for drive paths" - disabling this will stop GMS2 mounting temp build folders as extra drives
  • Note: Has no effect on building for Android, as Google's SDK files fall foul of this, so without this on you likely couldn't build Android on Windows
  • Note: Has no effect on runtime downloads/installs either, so if your machine simply doesn't allow subst to run, this option won't stop you needing to resolve that before GMS2 can work properly
  • Note: Requires 2.2.3+ runtime also.
  • Validation of group names in the resource tree
  • All code and resource names have to be in Latin/Roman characters, but this was not applied properly to group names. Now that GMS2 allows exporting and importing local packages, this issue has been highlighted.
  • Now, group names are validated properly when you try to rename them.
  • Note: You should rename any non-Latin group names before trying to export any local/Marketplace packages, as the package will not be zipped properly
  • Misc:
  • Custom Skins: All layout files in custom skins are now ignored, as these are unwanted anyway - stops issues seen in 2.2.2 with custom skins causing some editors to not appear properly
  • Search & Replace: Changed the dialog so it doesn't select all the text to search for when the window is opened
  • Room Editor: Fixed copy/pasting an instance to now keep the frame and image speed values you had set
  • Room Editor: Fixed renaming a room when an instance inside that room has its creation code open would lose the code
  • Room Editor: Changed the Instance Layer Properties window's instance cut/copy/paste/delete routine to reduce the amount of work done - particularly noticeable when there are thousands of instances in the room
  • Room Editor: Fixed cutting tiles when any instance is also selected will silently delete that instance
  • Preferences: Fixed resetting Text Editor > Code Editor > "Document line limit" to being -1 uncaps your limit, not restrict you from editing code files
  • Preferences: Fixed needing to restart GMS2 after setting your Android/Amazon settings before Game Options can properly detect yor SDK installation
  • Preferences: Added a setting for controlling the default sprite animation speed used in the Sprite Editor
  • Sprite Editor: Fixed importing multiple sprites of different size to show the resize choice dialog, same as if you had added them via the Image Editor
  • Sprite Editor: Will now by default apply scaling to "custom origin" values also, so the origin location always remains consistent for the new sprite size - Preference added to control this
  • Code Editor: Fixed Enum colouring so the colouring still works properly if everything is declared on one line
  • Code Editor: Fixed Syntax warnings for unused macros so they are now removed when you delete the macro line
  • Resource Tree: Fixed a bug where stale views for Included Files were being left when the resources were removed, so reloading the project showed a missing files dialog
  • General: Added the default context menu to all text fields in the IDE
  • General: Added support for Shift+Insert, Shift+Delete, and Ctrl+Insert to all text fields/editors in the IDE
  • General: Fixed some missing Mac IDE strings for things new in 2.2.2
  • General: Fixed support for higher-than-60hz refresh rate monitors in the IDE - added a Preference for setting the maximum refresh rate (defaults to 60)
  • Importing Projects: Fixed an issue with the project import repair tool so it correctly handles an issue with user views which could cause an "Unable to find rooms" error when compiling
  • Image Editor: Changed the sprite controls overlay to be collapsed by default, added a Preference for controlling this
  • DnD Editor: Changed camera focus on nodes to not centre the node (so you can see more of the chain) and also to be consistent whether you drag or double-click the toolbox button
  • Compiler: Fixed issues building for Mac/iOS if your project name contains an &
  • Output Window: Fixed issues with the panel not scrolling properly to match the actual end of the log
  • Bugs:
  • See the bug database's Change Log for the list of public issues fixed in this version
  • Known Issues can be found on the bug database also - for the current IDE headline list see this page

New in GameMaker Studio 2.2.2 Build 413 (Mar 26, 2019)

  • Startup Sequence File and Folder Checker:
  • Added a new dialog which will advise required files/folders which fail to be found or GMS2 is unable to access
  • This will guide you to fix system issues which GMS2 would previously have tried to work around, but often could not, saving from you having to send us a Helpdesk ticket to ask
  • Advises if the issue is safe (but you might want to investigate your computer setup) or if it requires GMS2 to safely shutdown immediately (in which case, definitely investigate)
  • If you see this dialog often and you have antivirus/anti-malware, etc., try pausing these and see if it fixes, then add exclusions to your protection software
  • Similarly, we now show a dialog when a tutorial fails to download or extract properly because of file permissions
  • Spine Support Updated to v3.7:
  • More of a runtime change, so see those release notes for proper info (and the guide linked-to in the heading above), but the IDE now imports sprites exported using Spine 3.7
  • Fixed issues where importing new Spine sprites to replace existing data didn't clear the old files from your project folder
  • Font Editor / Font Support Update:
  • Fixed being able to type characters in the Add Range textbox and have the IDE determine the range automatically
  • Changed Freetype from 2.8 to 2.9.1 to fix various issues with specific fonts and how they rendered
  • Added a new Preview window so you can see your generated font inside the font editor
  • Added a new Generate button to refresh a font if it is updated outside GMS2 (also used for refreshing the Preview window)
  • Added support for detecting fonts installed to Windows's registry via some third-party applications
  • Added Help > Refresh System Fonts to rescan the installed fonts on Windows and macOS on-demand
  • Added support for not automatically regenerating a font if it comes from a 1.4 project, and you also cannot regenerate a font which is not actually installed - both of which stop unwanted font changes
  • Note that these font changes require you to use a 2.2.2+ runtime also, otherwise your fonts may not generate or appear in-game as you expected!
  • Code Editor - Extended Syntax Checking:
  • Added checks for single-use variables (such as typos or unused variables) - shows a warning message for these issues, but won't stop your project from compiling
  • These appear in the code edtor's gutter using a yellow warning triangle icon, so they stand out more from normal errors
  • Preferences > Languages > GML > "Enable variable reference warnings" can turn the new feature on/off
  • Also added a limit on the number of syntax errors which are calculated/shown at once and made the syntax checker use more CPU cores, so performance is much better now
  • You can adjust the number of errors to be shown by editing Preferences > Languages > GML > "Maximum number of Syntax Errors to display"
  • Code Editor - Better Custom Code Snippets Support:
  • Added support for you to create your own custom "snippets.txt" code definitions in %ProgramData%GameMakerStudio2Users (Windows) and /Users/Shared/GameMakerStudio2/Users/ (macOS)
  • The code editor will then load your snippets after the default ones and append them onto the list shown in the code editor
  • This folder is not modified during an update to GMS2, so your changes will remain
  • Search the manual for "snippets" or see the guide linked-to in the heading above for more info
  • Room Editor - Edit Starting Sprite Values:
  • Instances and assets now show fields for the initial sprite frame and animation speed, and these are now editable per-instance
  • This means you can now set different starting sprites for instances of the same object/sprite and see this at design time
  • DPI Safety Net Dialog
  • On detecting a very high DPI override value during startup, the IDE will now show a "Is this DPI okay for you?" prompt and a suggested value to use instead
  • This allows you to quickly fix unwanted/incorrect changes and revert to a safe setting
  • Misc:
  • Debugger: Fixed an issue with the debugger windows not appearing if you had previously saved the layout when the debugger was on an additional monitor which is no longer connected
  • Debugger: Fixed issues with code files not opening in the correct locations, and in some cases not opening at all, when hitting breakpoints
  • Game Options: Added splash screens for iPhone XR and XS - note that this requires you to use a 2.2.2+ runtime also!
  • Game Options: Fixed the setting of a number of splash screens when importing old projects
  • Game Options: Changed default NSIS script for Windows to only uninstall files created by the installer - note that this can make the uninstaller much slower if many user-generated files are detected
  • Game Options: Fixed HTML5's option include the default particle images or not, so it now works as expected
  • General: Fixed a number of project-saving and stability issues with the project-repair tool, especially if you had created groups with the same names in different places in the tree or have called items "default"
  • General: Fixed an issue with the project repair tool not always automatically saving the fix, and so immediately trying to run the game resulted in complaint dialogs about missing resources which the IDE could see fine
  • General: Fixed an issue where GMS2 could crash when you drag something which isn't a valid GMS2 file over the top of the IDE
  • General: (Mac IDE) Fixed closing the IDE whilst on the start page on macOS would occasionally crash and show the OS dialog for reporting to Apple
  • General: Changed the URLs the IDE uses to check if you have a working internet connection to all use https, as some users' systems are giving errors when using http
  • Marketplace: Changed the package export/import processes to create a temporary drive, which fixes issues where extensions in the asset have really long file paths
  • Note: This long filepaths issue affects the updated Google Play Licensing and APK Expansion extensions, so you need to use the 2.2.2 IDE to import these
  • My Library: Fixed an issue with private assets not appearing if you had two versions of the asset and only one was private
  • Object Editor: Added an "Are you sure?" prompt when deleting an event for any reason (including a Cut)
  • Resource Tree: Stopped allowing multiple child folders with the same name (you now get a dialog saying to rename one of the folders)
  • Resource Tree: Fixed an issue where reordering items could sometimes break them out of their resource type and add them to the very bottom of the tree
  • Workspaces: Fixed an issue where you could accidentally close the last workspace tab for the project, breaking your project's layout file if you saved whilst in this state
  • Tutorials: Fixed GMS2 locking-up when clicking the Explorer/Finder links to the resources folder on disk when following any tutorial
  • Source Control: Fixed GMS2 crash "Collection was modified; enumeration operation may not execute." when creating a repository
  • Device Manager: Fixed a "GMS2 unstable" when repeatedly viewing the iOS devices list
  • Room Editor: Fixed applying an instance's sprite's origin offset to the grid snap when you drag a multi-selection around your room
  • Compiling: Fixed issues with Included Files still being exported to platforms the file had been excluded for in child Configurations
  • Compiling: Fixed building projects for Ubuntu YYC when your code editor has characters from the extended ASCII range
  • Bugs:
  • See the bug database's Change Log for the list of public issues fixed in this version
  • Known Issues can be found on the bug database also - for the current IDE headline list see this page

New in GameMaker Studio 2.2.1 Build 375 (Dec 6, 2018)

  • Release Notes:
  • Beta Channel:
  • Added a new Preference to opt-in to the beta release programme
  • For more info, see this FAQ
  • Updated macOS IDE's Mono version:
  • The installer will now try to download and use v5.10.1.57 - if you have to install Mono manually, please install this version first
  • Fixes a number of issues with building large projects in the Mac IDE - please note that we are aware these large projects currently build very slowly using the Mac IDE
  • Also stops Mojave warnings that GMS2 is not optimised for Mojave and/or uses old components
  • Note: Asset compiler errors are no longer shown as a dialog, now an .saencryptedreport file is written to a location specified in your Output Window - attach this to a Helpdesk ticket instead
  • Systems for avoiding project-saving issues:
  • Changed the way saving is done, so we now save to a temporary location, then attempt to modify/remove the old files (a few times, if required), only throwing an error if the files continue to be locked externally
  • Note: Reduces likelihood of issues for users who have agressive antivirus/anti-malware software or still continue to use OneDrive/Dropbox/Google, etc., folders for working on their projects
  • Note: Also means if saving does fail it will only be the temp new files which are affected and your originals are still there, with the recent changes still in memory, so you can try saving again
  • Fixed a number of project-saving and stability issues with the resource tree, especially if you had created custom tree views in your projects
  • Added a new system to detect projects which have been corrupted by this issue and GMS2 will now offer to fix the project for you during a project load
  • Note: We would suggest choosing "No", then immediately closing GMS2 and taking a backup of the project first, then load the project again and say "Yes"
  • Added extra logging into ui.log for when your machine has access permissions issues with GMS2's files/folders or if tools have been lost from your GMS2 installation
  • Android Adaptive Icons Support:
  • Added Game Options > Android > Adaptive Icons for generating new icons or importing existing ones
  • Use the foreground/background pickers and the Generate button at the top of the page to create icons and view them in the mask preview area
  • Scroll down the page if you want to import existing icons instead, then they will appear in the mask preview area too
  • Note that this feature requires you to be using a 2.2.1+ runtime also, otherwise the icons won't end up in your .apk
  • Fixes for Ctrl+Shift+F:
  • Fixed a variety of bugs with this tool
  • Added the ability to select text in output windows, the debugger, etc., and Ctrl+Shift+F will use this string
  • Fixed Ctrl+F so it moves the cursor to the first match after the current caret location, not the first match in the file
  • Misc:
  • Preferences: Added new Workspace background stretch mode - Screen Stretch. Resizing left/right docks won't cause your wallpaper to move also. Is now the default if you have not set this Preference previously
  • Game Options: Changed Main > Game Speed to default to 60fps in new projects, not 30
  • Game Options: Removed the checkbox for MOGA Gamepads from Android, as this is no longer relevant in 2.2.1+ runtimes, as we have changed the gamepad integration
  • Game Options: Added a checkbox into iOS > Social for whether you want Push Notification support included in your game or not
  • Game Options: Added a checkbox into iOS to control whether you want the iPhone X home bar to require a double-tap to wake, rather than a single-tap
  • Game Options: Removed the architectures for MIPS and ARMv5 from Android, as these are no longer supported by Google in their current build tools
  • Object Editor: Can now press Delete on an event to remove it
  • Object Editor: Fixed an issue with some inherited instance variable values not being shown correctly when in the room editor
  • Code Editor: Added new DnD nodes for "Get Draw Font" and "Get Text Alignment"
  • Resource Tree: Fixed an issue which could cause the tree to be locked in "reorder mode" when clicking off a resource to confirm a rename
  • Resource Tree: Fixed an issue where cloning the Default view would leave the resource tree blank
  • Bugs:
  • There are a lot of bugs fixed in the IDE and the runner for this release, so we would strongly recommend you check the change log pages and be aware of anything which applies to your project(s)
  • See the bug database's Change Log for the list of public issues fixed in this version
  • Known Issues can be found on the bug database also - for the current IDE headline list see this page

New in GameMaker Studio 2.2.0 Build 343 (Oct 3, 2018)

  • Switch Changes:
  • See this FAQ for a summary of the changes from 2.1.5 to 2.2.0.
  • Note: This link will only work if you have the Switch license!
  • Logout-on-Shutdown System:
  • Added a new Preference to automatically log users out when closing GMS2.
  • Note that this is off by default, as it's really only intended for educational users who want extra clean-up to happen between sessions - for most people, unticking "Remember Me" on the login dialog will do the trick.
  • See this FAQ for more information.
  • Android Build System Changes:
  • We've changed the Android NDK build process to fix issues building YYC on API 23 devices when using a newer version of the NDK, such as 17c or higher.
  • This change also fixes the issue users were seeing with the error "Unable to find library for armv7l".
  • NOTE: This change also raises the minimum API level you must set in game options to 16 (up from 9).
  • Misc IDE Fixes:
  • Fixed the runtime installation process so it uses fewer temporary drive mappings, which should stop "Z:manifest" errors.
  • Note: If your Windows user is not allowed to use subst due to permission/policy restrictions you will always need to resolve this yourself before attempting to install/update.
  • Fixed issues where projects got an asset compiler error and couldn't build because a resource had no audiogroup or texturegroup set.
  • Fixed the macOS Finder dialog so it now adds the correct file extension onto the filename chosen when exporting files from the Mac IDE.
  • Fixed an IDE crash in the DnD Editor if you tried to drag a Else node onto a If node inside that Else block.
  • Fixed an issue where for some users with corrupt installations the sound editor would not open when opening or creating sound resources.
  • Note: The change here is to simply allow the sound editor to open - you still won't be able to play the sound, and instead you will get a dialog informing of the corrupt install.
  • Bugs:
  • See the bug database's Change Log for the list of public issues fixed in this version.
  • Known Issues can be found on the bug database also - for the current IDE headline list see this page.

New in GameMaker Studio 2.2.0 Build 341 (Oct 2, 2018)

  • Switch Changes:
  • See this FAQ for a summary of the changes from 2.1.5 to 2.2.0.
  • Note: This link will only work if you have the Switch license!
  • Logout-on-Shutdown System:
  • Added a new Preference to automatically log users out when closing GMS2.
  • Note that this is off by default, as it's really only intended for educational users who want extra clean-up to happen between sessions - for most people, unticking "Remember Me" on the login dialog will do the trick.
  • See this FAQ for more information.
  • Android Build System Changes:
  • We've changed how the Android NDK build process is done which caused issues with building YYC on specific devices namely API 23 devices when using a newer version of the NDK such as 17b or higher.
  • This change also fixes the issue users were seeing with the error "Unable to find library for armv7l".
  • NOTE: This change also raises the minimum API level you must set in game options to 16 (up from 9).
  • Misc IDE Fixes:
  • Fixed the runtime installation process so it uses fewer temporary drive mappings, which should stop "Z:manifest" errors.
  • Note: If your Windows user is not allowed to use subst due to permission/policy restrictions you will always need to resolve this yourself before attempting to install/update.
  • Fixed issues where projects got an asset compiler error and couldn't build because a resource had no audiogroup or texturegroup set.
  • Fixed the macOS Finder dialog so it now adds the correct file extension onto the filename chosen when exporting files from the Mac IDE.
  • Fixed an IDE crash in the DnD Editor if you tried to drag a Else node onto a If node inside that Else block.
  • Fixed an issue where for some users with corrupt installations the sound editor would not open when opening or creating sound resources.
  • Note: The change here is to simply allow the sound editor to open - you still won't be able to play the sound, and instead you will get a dialog informing of the corrupt install.

New in GameMaker Studio 2.1.5 Build 322 (Aug 3, 2018)

  • Please note that whilst not mandatory, 2.1.5 is highly recommended. We have changed the licensing server to better protect against DDoS attacks and made several fixes to offline usage (especially for our Mac IDE users). If you get "license is invalid" the first run after updating - please just login again once to fix.
  • As well as a large number of fixes to the IDE and runtimes, we've added in this version:
  • Support for building to Android 64bit architectures
  • Collision functions which return a list of all colliders, not just the first
  • New collision type for sprites: Non-axis-aligned bounding box
  • Virtual keyboard functions for iOS, Android, and UWP
  • Startup / Offline / Licensing Fixes:
  • Fix for Mac IDE requiring you to relicense when changing network
  • Fix for being asked to get a new licence too often in cases of accounts.yoyogames.com being unreachable
  • Fix for incorrectly checking licence expiration dates in some cases
  • Fix for crash when unable to download carousel images on the start page
  • Fix for crash when accounts.yoyogames.com returns invalid runtime rss information
  • Changed the "Unable to log - no network connection" message to be more accurate and avoid confusion in the case of accounts.yoyogames.com being offline
  • New collision type for sprites:
  • Sprite Editor: Added support for a non-axis-aligned bounding box mask type
  • Preference: Added option to set the default collision shape when creating new sprites
  • Spine Agreement:
  • A Spine agreement is now shown before you can build projects which contain Spine
  • Note: This agreement is shown per-project so that teams/contractors can accept with one click
  • Android:
  • Game Options: Added controls for building 64bit architectures
  • Game Options: Added control for adding Google Cloud Sync support into your Android manifest, used in the Google Play Services extension
  • Misc IDE Changes:
  • Saving: Fixed an issue with object variable strings containing "n" which meant projects from 2.1.3 "lost" rooms when imported to 2.1.4
  • Saving: Fixed a saving issue with external tools locking files which meant object event code could appear in the next project you opened that IDE session if that project had an object with the same name
  • Saving: Fixed events "losing" code when the object name is changed or the object is duplicated when a save is already pending and then the object is locked by an external process
  • Note: Another reminder that we do not recommend working with your project source saved in Dropbox/OneDrive/Google Drive, etc., folders!
  • Saving: Fixed the check for when to warn about iOS icon changes being required in your project so it no longer warns unneccesarily
  • Code Editor: Fixed autocomplete window being offset if autocompleting an enum on a long line of code
  • DnD Editor: Fixed not being able to Cut/Copy/Paste nodes using keyboard shortcuts when using the macOS IDE
  • Image Editor: Fixed the "Convert to Frames" dialog opening up too small when using the macOS IDE
  • Object Editor: Fixed event names showing a unwanted '-' if the Object is opened in the Workspace and that event is empty
  • Object Editor: Changed opening events to require double-clicks - fixes issues with single-click to select the event changing focus to the script and causing event copy/paste/delete workflow problems
  • Workspaces: Fixed Middle Mouse Button scrolling the workspace at the same time as a code window if you happened to click on a scroll bar
  • Resource Tree: Fixed/changed the highlight around text during a rename in the dark skin to improve clarity
  • Resource Tree: Fixed duplicating a resource whilst at the Trial license limit crashes the IDE rather than showing a warning
  • Resource Tree: Fixed "Add Existing" and then picking a resource from same project causes fatal error
  • Resource Tree: Fixed how GMS2 calls Finder so Finder now shows results when doing "Add Existing"
  • Room Editor: Fixed rectangle selection of rotated items to stop instances outside the rectangle being selected
  • Room Editor: Fixed the loading of room inheritance settings if you reload the project
  • Room Editor: Fixed a crash when copy/pasting multi-select objects across multiple layers
  • Room Editor: Fixed issue which causes rooms to reopen at massively offset co-ordinates (usually approx -20k, -20k) after reloading project
  • Note: If you have this room offset issue in a project already it will still load like this - just fix the position once and then save the project
  • Room Editor: Changed Room width and height fileds so they can no longer be set to 0, as this just causes D3D errors during builds
  • Preferences: Fixed "Delete old runtimes" to now delete everything other than the currently-used runtime and the runtime the IDE shipped with (if these differ)
  • Search & Replace: Fixed to check instance creation code for instances on sub-layers
  • Search & Replace: Fixed "Replace" to now replace the text in comments as well
  • Localisation: [French] Fixed "Mouse Down" and "Mouse Pressed" event localisation texts and so they now differ
  • Localisation: [German] Fixed Finder dialogs not being in German
  • Font Editor: Fixed the preview and range windows to use the font's "Style" value, so text will now appear bold/italic, etc.
  • Sound Editor: Fixed only getting white noise when playing a high-quality .ogg
  • Sound Editor: Fixed sounds under a second long not playing completely in preview unless you turn on looping
  • Bugs:
  • See the bug database's Change Log for the list of public issues fixed in this version
  • Known Issues can be found on the bug database also - for the current IDE headline list see this page
  • Not a bug, but be aware all download links for 2.1.3 and older have now been removed from this page, as 2.1.4 is mandatory

New in GameMaker Studio 2.1.4 Build 295 (Jun 4, 2018)

  • GMS2 now allows you to work with the IDE in French, German, or Spanish! Install using one of these languages and GMS2 will download the manual in that language also.
  • Stacks of bugs have been fixed, we've also made improvements to the initial startup sequence, increased performance when working on large projects, and the resource tree now has a visual helper when reordering items. There are also a few new runtime features, such as config support in #macro defines and support for IPv6 in the networking functions - see the Runtime release notes for more info.
  • Please note 2.1.4 is mandatory as we have fixed a licensing bug and are also preparing for General Data Protection Regulation changes. Accordingly, you will get "license is invalid" the first run after updating from 2.1.3 - please just login again once to fix.

New in GameMaker Studio 2.1.4 Build 288 (Apr 11, 2018)

  • Hotfix v288+:
  • Fixed a keyboard input crash when using Chinese or Japanese keyboard layouts
  • Fixed instance variables overriding parent values properly
  • Fixed changing an instance variable to a Boolean and then running game makes GMS2 unstable if you don't edit the Boolean tickbox first
  • French, German and Spanish Language Support:
  • Choose which language you would like to use during the installer, this choice will carry through into the IDE and the corresponding manual will be downloaded during the first run of the IDE
  • If you want to change your language after install this is still possible via 'Preferences -> General Settings'
  • User login performance/stability fixes:
  • The initial startup sequence for network connectivity checks and user-login has been improved, so you should no longer see long stalls during startup.
  • However, if you are still having issues please contact the Helpdesk for further support
  • Resource Tree improvements:
  • Resource reordering is now easier and clearer to understand, thanks to a new visual indicator as you drag resources in the tree
  • Further optimisations have been made for all tree views to improve the performance of the IDE when editing large projects
  • Per-configuration #macro support:
  • Added the ability to override macro definitions in different configs using the syntax #macro CONFIGNAME:MACRONAME
  • E.g, #macro MOVESPEED 10 could be overidden on the next line by #macro WINDOWS:MOVESPEED 12 or #macro GOOGLE:MOVESPEED 6
  • Misc IDE Changes:
  • Android Options > 'Build Settings' now has a drop-down which populates with your current Android SDK installation information
  • Added support for additional iOS splash screens for iPhones SE, 7, 8 and X
  • Known Issues:
  • It should be fixed now, but if you still get Windows Defender giving false-positives and blocking runtime downloads in 2.1.4+, please tell the Helpdesk
  • Explorer file dialogs can sometimes fail to open. This is a Windows 10 Creators Update issue and has been seen failing in other applications
  • Runtime download/activation has been seen to crash the IDE occasionally during subsequent startup
  • Dead instances of Window's RuntimeBroker application can block attempts to use the manual in the IDE - just get a white page

New in GameMaker Studio 2.1.4 Build 285 (Apr 4, 2018)

  • French, German and Spanish Language Support:
  • Choose which language you would like to use during the installer, this choice will carry through into the IDE and the corresponding manual will be downloaded during the first run of the IDE
  • If you want to change your language after install this is still possible via 'Preferences -> General Settings'
  • User login performance/stability fixes:
  • The initial startup sequence for network connectivity checks and user-login has been improved, so you should no longer see long stalls during startup.
  • However, if you are still having issues please contact the Helpdesk for further support
  • Resource Tree improvements:
  • Resource reordering is now easier and clearer to understand, thanks to a new visual indicator as you drag resources in the tree
  • Further optimisations have been made for all tree views to improve the performance of the IDE when editing large projects
  • Per-configuration #macro support:
  • Added the ability to override macro definitions in different configs using the syntax #macro CONFIGNAME:MACRONAME
  • E.g, #macro MOVESPEED 10 could be overidden on the next line by #macro WINDOWS:MOVESPEED 12 or #macro GOOGLE:MOVESPEED 6
  • Misc IDE Changes:
  • Android Options > 'Build Settings' now has a drop-down which populates with your current Android SDK installation information
  • Added support for additional iOS splash screens for iPhones SE, 7, 8 and X
  • Known Issues:
  • It should be fixed now, but if you still get Windows Defender giving false-positives and blocking runtime downloads in 2.1.4+, please tell the Helpdesk
  • Explorer file dialogs can sometimes fail to open. This is a Windows 10 Creators Update issue and has been seen failing in other applications
  • Runtime download/activation has been seen to crash the IDE occasionally during subsequent startup
  • Dead instances of Window's RuntimeBroker application can block attempts to use the manual in the IDE - just get a white page

New in GameMaker Studio 2.1.3 Build 273 (Dec 15, 2017)

  • In this release, along with lots of bug fixes, the object editor has gained a new section for defining the object's variables as well as showing inherited parent events in the Events window. We have also brought GMS2 in line with new/upcoming Mac and iOS submission requirements - please note, iOS project icons will have to be updated to match the new sizes.
  • Hotfix (v272+):
  • Fixed instance variables which override defaults not overriding if you also have instance creation code
  • Fixed editing the variable list for an object at the same time as editing variables for an instance of that object caused the instance's variables to override incorrectly
  • Fixed the object window to allow using macros and enums without this resulting in a compiler error
  • Fixed the manual saying that variables added via the new object variables system used 32bit doubles instead of the normal 64bit
  • Fixed base64_decode() affecting chr() and causing HTML5 games to fail to load if you used this function
  • Object Variables:
  • The object editor now has a new 'Variables' section
  • This editor allows you to define variables and their default values, and these will be automatically set upon creation
  • These default values can then be overridden for specific instances by opening the same variables window when in the room editor
  • Inherited Parent Events:
  • The object editor's Events list now shows "ghosted" events inherited from a parent object
  • This makes it easy to view all events available to an object in one place
  • You can quickly open, inherit or override a parent event via its right-click context menu
  • Amazon Fire:
  • Fixed an issue where some users got "Unable to obtain permission to execute" when running projects
  • Fixed Device Manager's Test Connection button appeared to do nothing if you had the above issue
  • iOS:
  • Added support for required new iOS icons, fixes game submission fails
  • NOTE: You will be prompted (once) on opening an out-of-date project to update its iOS images
  • Fixed an issue which meant Push Notification support was always being included in builds
  • Ubuntu and Mac 64bit games:
  • Ubuntu support has now shifted to 64bit, rather than 32bit
  • NOTE: You need to clean your project cache for Ubuntu if you get an error about already being connected when trying to build
  • Mac now includes 64bit and 32bit binaries in its packages in order to comply with submission requirements, so builds will take a little longer now
  • Misc IDE Changes:
  • Code Editor: Now uses "standard" text editor behaviour for home/end keys
  • Debugger: Graph now shows more accurate fps_real values rather than a mean of a few frames
  • Preferences: Android/Amazon keystore Import, Generate, and Show Hash buttons will show the output Window so you can see messages
  • Resource Tree: Optimisations to speed up the IDE when large projects are open
  • Target Manager: Currently-selected target is saved per-project when you close your projects
  • Fixed Bugs:
  • 0027455: Extension Editor: Removing proxy files with matching name can cause extension files to be deleted
  • 0027991: Code Editor: Multi select gets removed if you backspace more than once
  • 0028186: Code Editor: display_set_gui_maximise() should allow support for the US equivalent display_set_gui_maximize()
  • 0025608: Code Editor: Reopening projects with open code editors, not all of the code is coloured correctly until editor is focused
  • 0027983: Code Editor: Autocomplete suggests previously used incomplete variable
  • 0027980: Code Editor: Unstable error if you do a replace whilst selection only is enabled, delete some text then type in the search field
  • 0028034: Sound Editor: Short sounds are not played completely in preview
  • 0028216: DnD Editor: Missing a context menu entry for Expand All
  • 0026596: DnD Editor: Live Preview doesn't get focused if already open and contents have changed
  • 0028192: DnD Editor: Context menu is missing the entries for Go To Object and Add/Open Event
  • 0028197: DnD Editor: Context menu is missing keyboard shortcuts
  • 0028196: DnD Editor: Can't Cut/Copy/Paste using keyboard shortcuts using macOS IDE
  • 0028150: Image Editor: Shift selecting frames can cause Shift key to become locked
  • 0028114: Image Editor: Blend Mode 'Multiply' will not use destination alpha
  • 0027385: Image Editor: Dropping any non-image file on top of an open Image Editor gives incorrect prompt
  • 0028093: Tile Set Editor: Changing 'Auto tile background colour' appears to change nothing
  • 0027994: Sprite Editor: Texture Settings -> Edge Filtering will cause GameMaker Studio 2 to close when using a 4K sprite size (3840x2160)
  • 0028170: Physics shape fixture not generated unless Modify Collision Shape has been opened
  • 0028185: Importing Projects: Dragging gmez onto start page occasionally orders rooms incorrectly
  • 0028208: General: "GMS2 has become unstable" when dismissing Ctrl+T via spamming Escape
  • 0028157: Source Control: 'Import Project to Repo' creates local repo if the import fails, preventing further imports
  • 0028300: Preferences: Android keystore import / generate / show hash buttons should force showing their output
  • 0028299: Preferences: Android keystore alias should check for spaces and block with a description of how to fix
  • 0028258: Debugger: DS_Map key output in instances tab does not show bitshifted integers
  • 0028100: Debugger: Always uses the IP for the last Mac in device manager, which might not be the targeted Mac
  • 0028003: Debugger: GMS2 Runner.exe creates new inbound rule each time you debug
  • 0028026: Resource Tree: Pressing Enter after searching for a resource does not open the resource
  • 0027882: My Library: DPI scaling removes refresh button and squashes Search
  • 0028117: Search + Replace: Can't resize window
  • 0027940: Game Options: Mac is missing 'Enable Retina' option
  • 0027624: Game Options: UWP Publisher Name is missing from the UWP Game Options
  • 0027839: Tutorials: Crash when clicking 'Get More Tutorials'
  • 0027989: Licensing: Buying GMS2 products will require log out/in to properly update your licence
  • 0026770: Build Android: Cannot build for Android VM if the path to the NDK has not been set
  • 0027362: Build UWP: Certificate install not prompted / isn't performed as part of pfx install, causes builds to fail to install on phone
  • Known Issues:
  • If you have cached Ubuntu build output for projects you will need to clean these to avoid a "already connected" error (just need to do this once)
  • Explorer file dialogs can sometimes fail to open. This is a Windows 10 Creators Update issue and has been seen failing in other applications
  • Welcome Page is still disabled during start-up - it can still be accessed via the Help menu, so new users can still get to these videos and links
  • Runtime download/activation has been seen to crash the IDE occasionally during subsequent startup
  • Closing and reopening the Marketplace tab can cause issues downloading some assets thereafter, need to restart GMS2 to fix
  • Dead instances of Window's RuntimeBroker application can block attempts to use the manual in the IDE - just get a white page
  • UWP requires you to have the older SDK tools installed as well as the current ones, not just the current ones

New in GameMaker Studio 2.1.3 Build 271 (Dec 13, 2017)

  • In this release, along with lots of bug fixes, the object editor has gained a new section for defining the object's variables as well as showing inherited parent events in the Events window. We have also brought GMS2 in line with new/upcoming Mac and iOS submission requirements - please note, iOS project icons will have to be updated to match the new sizes.
  • Object Variables:
  • The object editor now has a new 'Variables' section
  • This editor allows you to define variables and their default values, and these will be automatically set upon creation
  • These default values can then be overridden for specific instances by opening the same variables window when in the room editor
  • Inherited Parent Events:
  • The object editor's Events list now shows "ghosted" events inherited from a parent object
  • This makes it easy to view all events available to an object in one place
  • You can quickly open, inherit or override a parent event via its right-click context menu
  • Amazon Fire:
  • Fixed an issue where some users got "Unable to obtain permission to execute" when running projects
  • Fixed Device Manager's Test Connection button appeared to do nothing if you had the above issue
  • iOS:
  • Added support for required new iOS icons, fixes game submission fails
  • NOTE: You will be prompted (once) on opening an out-of-date project to update its iOS images
  • Fixed an issue which meant Push Notification support was always being included in builds
  • Ubuntu and Mac 64bit games:
  • Ubuntu support has now shifted to 64bit, rather than 32bit
  • NOTE: You need to clean your project cache for Ubuntu if you get an error about already being connected when trying to build
  • Mac now includes 64bit and 32bit binaries in its packages in order to comply with submission requirements, so builds will take a little longer now
  • Misc IDE Changes:
  • Code Editor: Now uses "standard" text editor behaviour for home/end keys
  • Debugger: Graph now shows more accurate fps_real values rather than a mean of a few frames
  • Preferences: Android/Amazon keystore Import, Generate, and Show Hash buttons will show the output Window so you can see messages
  • Resource Tree: Optimisations to speed up the IDE when large projects are open
  • Target Manager: Currently-selected target is saved per-project when you close your projects
  • Fixed Bugs:
  • 0027455: Extension Editor: Removing proxy files with matching name can cause extension files to be deleted
  • 0027991: Code Editor: Multi select gets removed if you backspace more than once
  • 0028186: Code Editor: display_set_gui_maximise() should allow support for the US equivalent display_set_gui_maximize()
  • 0025608: Code Editor: Reopening projects with open code editors, not all of the code is coloured correctly until editor is focused
  • 0027983: Code Editor: Autocomplete suggests previously used incomplete variable
  • 0027980: Code Editor: Unstable error if you do a replace whilst selection only is enabled, delete some text then type in the search field
  • 0028034: Sound Editor: Short sounds are not played completely in preview
  • 0028216: DnD Editor: Missing a context menu entry for Expand All
  • 0026596: DnD Editor: Live Preview doesn't get focused if already open and contents have changed
  • 0028192: DnD Editor: Context menu is missing the entries for Go To Object and Add/Open Event
  • 0028197: DnD Editor: Context menu is missing keyboard shortcuts
  • 0028196: DnD Editor: Can't Cut/Copy/Paste using keyboard shortcuts using macOS IDE
  • 0028150: Image Editor: Shift selecting frames can cause Shift key to become locked
  • 0028114: Image Editor: Blend Mode 'Multiply' will not use destination alpha
  • 0027385: Image Editor: Dropping any non-image file on top of an open Image Editor gives incorrect prompt
  • 0028093: Tile Set Editor: Changing 'Auto tile background colour' appears to change nothing
  • 0027994: Sprite Editor: Texture Settings -> Edge Filtering will cause GameMaker Studio 2 to close when using a 4K sprite size (3840x2160)
  • 0028170: Physics shape fixture not generated unless Modify Collision Shape has been opened
  • 0028185: Importing Projects: Dragging gmez onto start page occasionally orders rooms incorrectly
  • 0028208: General: "GMS2 has become unstable" when dismissing Ctrl+T via spamming Escape
  • 0028157: Source Control: 'Import Project to Repo' creates local repo if the import fails, preventing further imports
  • 0028300: Preferences: Android keystore import / generate / show hash buttons should force showing their output
  • 0028299: Preferences: Android keystore alias should check for spaces and block with a description of how to fix
  • 0028258: Debugger: DS_Map key output in instances tab does not show bitshifted integers
  • 0028100: Debugger: Always uses the IP for the last Mac in device manager, which might not be the targeted Mac
  • 0028003: Debugger: GMS2 Runner.exe creates new inbound rule each time you debug
  • 0028026: Resource Tree: Pressing Enter after searching for a resource does not open the resource
  • 0027882: My Library: DPI scaling removes refresh button and squashes Search
  • 0028117: Search + Replace: Can't resize window
  • 0027940: Game Options: Mac is missing 'Enable Retina' option
  • 0027624: Game Options: UWP Publisher Name is missing from the UWP Game Options
  • 0027839: Tutorials: Crash when clicking 'Get More Tutorials'
  • 0027989: Licensing: Buying GMS2 products will require log out/in to properly update your licence
  • 0026770: Build Android: Cannot build for Android VM if the path to the NDK has not been set
  • 0027362: Build UWP: Certificate install not prompted / isn't performed as part of pfx install, causes builds to fail to install on phone
  • Known Issues:
  • If you have cached Ubuntu build output for projects you will need to clean these to avoid a "already connected" error (just need to do this once)
  • Explorer file dialogs can sometimes fail to open. This is a Windows 10 Creators Update issue and has been seen failing in other applications
  • Welcome Page is still disabled during start-up - it can still be accessed via the Help menu, so new users can still get to these videos and links
  • Runtime download/activation has been seen to crash the IDE occasionally during subsequent startup
  • Closing and reopening the Marketplace tab can cause issues downloading some assets thereafter, need to restart GMS2 to fix
  • Dead instances of Window's RuntimeBroker application can block attempts to use the manual in the IDE - just get a white page
  • UWP requires you to have the older SDK tools installed as well as the current ones, not just the current ones

New in GameMaker Studio 2.1.2 Build 257 (Nov 2, 2017)

  • IDE Changes:
  • Fixed some platforms saying builds succeeded on the final line of the output log when they had actually failed
  • Fixed dragging-in files which have invalid names used the invalid name for the resource, making it unusable in your project
  • Fixed importing GM:S 1.4 projects would always recalculate fonts, but using the default font and not the correct one for the resource
  • Changed Ctrl+Home and Ctrl+End in Code Editor windows to jump to top/bottom of the file again
  • Added pagination support to My Library in the Marketplace, which speeds up loading your purchase list
  • Added another cache preference to control the IDE's project cache path
  • Added Android Preference to specify the keystore's own password (which can differ from the alias password, as Google have now fixed this longtime issue)
  • Added a new game option for Windows builds to copy the runner to the game's build folder each time (defaults to off to fix the firewall prompts users got in 2.1.1)
  • Note: If your project uses DLL extensions you might require this preference to be enabled (this was why the change was made for 2.1.1)
  • Fixed Bugs:
  • 0028146: DnD Editor: Pressing 'Del' key does not act the same as Right-click > Delete on a DnD Node
  • 0028023: Build Ubuntu: YYC runs don't work with Steam as the build process copies libsteam_api.so to the wrong place
  • 0028009: Android Keystore Requires 2 Password Fields (alias and keystore password)
  • 0028003: Debugger: GMS2 Runner.exe creates new inbound rule each time you debug
  • 0027989: Licensing: Buying GMS2 products will require log out/in to properly update your licence
  • 0027984: Object Editor: Having an object open in a room and a workspace can lead to odd behavior when opening events
  • 0027983: Code Editor: Autocomplete suggests previously used incomplete variable
  • 0027980: Code Editor: Unstable error if you do a replace whilst selection only is enabled, delete some text then type in the search field
  • 0027965: Object Editor: clicking event in events window does not open or show event, after dragging tabbing event out to workspace
  • 0027964: Start Page: Tutorials/Demos buttons don't appear when a second desktop is open
  • 0027946: Build Android: 'Google APK Expansion' extension prevents building
  • 0027928: Code Editor: Putting a #region after a switch statement throws a syntax error
  • 0027871: Compiling: Interrupting any package building causes infinite building process
  • 0026770: Build Android: Cannot build for Android VM if the path to the NDK has not been set
  • 0026157: Preferences: Visual Studio folder for Windows UWP uses the old system, should be changed to point at the batch file instead [this change was applied to several platforms]
  • Known IDE Issues:
  • Explorer file dialogs can sometimes fail to open. This is a Windows 10 Creators Update issue and has been seen failing in other applications.
  • Welcome Page is still disabled during start-up - it can still be accessed via the Help menu, so new users can still get to these videos and links.
  • Runtime download/activation has been seen to crash the IDE occasionally during subsequent startup.
  • Closing and reopening the Marketplace tab can cause issues downloading some assets thereafter, need to restart GMS2 to fix.
  • Dead instances of Window's RuntimeBroker application can block attempts to use the manual in the IDE - just get a white page.
  • UWP requires you to have the older SDK tools installed as well as the current ones, not just the current ones.
  • Various IDE stability issues with some Macs using High Sierra betas, including after updating to "GM candidate" or the full release. Note that Apple recommend a reformat anyway.

New in GameMaker Studio 2.1.1.241 (Oct 31, 2017)

  • General IDE Changes:
  • We've added some cool new splash screens and now randomly choose which is shown.
  • Language files now have the standard 2-digit language code in them, and GMS2 will now auto-select its language for new installs by using your OS language.
  • Mac installer will now remove all previous files, cleaning out the installed folder.
  • New sprite editor filters added to help get rid of halos and glows around sprites.
  • Fixed 0022788: Manual tree buttons get squished at higher DPIs
  • Fixed 0027410: Select All on Output Window selects wrong text
  • Fixed 0027607: Code Folding indentation does not reset when regions removed
  • Fixed 0027602: Image Editor: Layer list selects the first item in the list rather than the first layer
  • Fixed 0027657: Start Page: Carousel images can get jaggy when scaling (moving windows taskbar causes this)
  • Fixed 0027597: Workspaces: Unable to rename code windows that have a collection of scripts in them
  • Fixed 0027669: Object Editor: Copying and Pasting events using keyboard shortcuts doesn't work properly and throws fatal errors
  • Fixed 0027616: Preferences: Spline Editor insertion precision setting does nothing
  • Fixed 0027553: Documentation: Pressing "F1" on the keyword "global" opens wrong page
  • Fixed 0027578: DnD Editor: No action to set button threshold
  • Fixed 0027667: Debugger: Specific project doesn't disconnect from the debugger correctly
  • Fixed 0027469: Path Editor: Colour change for highlighted control point is too subtle
  • Fixed 0027465: Sprite Editor: Collision mask 'mode' dropdown is smaller in height than any other drop down list
  • Fixed 0027344: Image Editor: Pressing escape removes your selection whilst on effect dialogues rather than closing the effect dialogue
  • Fixed 0027374: DnD Editor: Icon for Set Instance Rotation shows clockwise though GMS rotates anticlockwise
  • Fixed 0027047: Marketplace: My Library: 'No Assets' message doesn't scale well with DPI (gets cut off)
  • Fixed 0026799: Remote Worker: Hitting Enter from any of the input fields for adding a worker does nothing
  • Fixed 0026848: Target Manager: Should only allow one instance of the Add Worker dialogue at a time
  • Fixed 0026646: Workspaces: Ctrl+Tab active windows list should be ordered "most recently in focus" -> oldest
  • Fixed 0026589: Room Editor: Path colour does not save
  • Fixed 0027563: Suggestion: Code Editor: Ability to jump to next/previous #region marker
  • Fixed 0026728: Start Page: Does not advise Trial users that they can't import projects if dropped onto the IDE
  • Fixed 0027385: Image Editor: Dropping any non-image file on top of an open Image Editor gives incorrect prompt
  • Fixed 0027375: Suggestion: Updating: Clicking "Download Now" button should not close the IDE if the update is optional
  • Fixed 0027460: Image Editor: Editing onion skin settings turns on onion skin rendering until frame selection
  • Fixed 0026824: Suggestion: Workspaces: Quickly pressing and releasing Ctrl+Tab should toggle between last-focused resources
  • Fixed 0026819: Suggestion: Workspaces: Being able to close resource windows as part of the Ctrl+Tab dialog
  • Fixed 0026505: Documentation: Tools pages should say the tools are accessed from Tools menu
  • Fixed 0027284: Suggestion: Resource Tree: "Add Image as Sprite" on Sprites category node
  • Fixed 0027332: Debugger: Multiple IDEs in Debug mode refuse debugger connection, breaks both debugger sessions
  • Fixed 0027466: Sprites: Green outline drawn around sprite when interpolate colour is enabled (private)
  • Fixed 0027744: Home/End key does nothing in output window
  • Fixed 0027679: Suggestion: Code Editor: If no key combo match found, search for a match after removing modifier keys (e.g., Shift + Enter)
  • Fixed 0027588: Resource Tree: Keeping text in your search field then moving resources performs your search again
  • Fixed 0027742: Suggestion: Search + Replace in Script should open with Ctrl+H
  • Fixed 0027774: Image Editor: Colour Remove Tool info is missing
  • Fixed 0027694: 0027694: Resource Tree: Able to duplicate resources within a filtered tree
  • Fixed 0027695: Resource Tree: Able to duplicate and/or delete resources by pressing F5 during a rename
  • Fixed 0027786: My Library: IDE becomes unstable when importing a GMS2 marketplace asset
  • Fixed 0027763: Debugger: layer built-in variable isn't shown
  • Fixed 0027771: Code Editor: Going to definition of macro or enum doesn't put cursor at the correct line
  • Fixed 0027662: Search + Replace: Doing a replace doesn't trigger a code parse
  • Fixed 0027695: Resource Tree: Able to duplicate and/or delete resources by pressing F5 during a rename
  • Fixed 0027470: Object Editor: Parent window doesn't show descendants of children
  • Fixed 0027560: Image Editor: Adding a layer after drawing while animating causes frame 1 to lose data (private)
  • Fixed 0027590: Preferences: Default code editor font will reset to 'Regular' on IDE restart.
  • Fixed 0027800: Font Editor: Pressing From Code when you have no code written will leave you in a state where you are Processing forever
  • Fixed 0027529: Compiling: If your devices.json is locked somehow we don't throw any warnings or errors
  • Fixed 0027650: Code Editor: Function help shows the wrong function if you place brackets around an argument
  • Fixed 0027807: Instance order rendering in the room editor is wrong
  • Fixed 0027458: Image Editor: Have to click (not select) brush before you can delete it
  • Fixed 0027809: Debugger: [Mac IDE] Runner closes while out of focus and idle (private)
  • Fixed 0027824: Preferences: Opening Preferences with malformed dpi_override throws 'IDE unstable'
  • Fixed 0027856: Saving: Save As gave exception and failed to actually write anything out (private)
  • Fixed 0027839: Tutorials: [MacIDE] Crash when clicking 'Get More Tutorials'
  • Fixed 0027857: Saving: Save As doesn't appear to finish off the save process fully, still told files are dirty(private)
  • Fixed 0025694: Tile Set Editor: Checkered background is brighter in Brushes panel on Brush Builder, all other panels should be changed to match
  • Fixed 0027897: Tutorials: Schema link missing for opening links in default OS browser and not IDE browser
  • Known Issues:
  • Explorer file dialogs can sometimes fail to open. This is a Windows 10 Creators Update issue and has been seen failing in other applications.
  • Welcome Page is still disabled during start-up - it can still be accessed via the Help menu, so new users can still get to these videos and links.
  • Runtime download/activation has been seen to crash the IDE occasionally during subsequent startup.
  • Closing and reopening the Marketplace tab can cause issues downloading some assets thereafter, need to restart GMS2 to fix.
  • Dead instances of Window's RuntimeBroker application can block attempts to use the manual in the IDE - just get a white page.
  • UWP requires you to have the older SDK tools installed as well as the current ones, not just the current ones.
  • Various IDE stability issues with some Macs using High Sierra betas, including after updating to "GM candidate". Note that Apple recommend a reformat anyway.